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Found 63 results

  1. Okie_navy_prime

    BB 36 on the move

    Local news in Houston is reporting the Battleship Texas will be closing to the public after this Sunday 08/25/2019. She is scheduled to receive $35,000,000 in repairs primarily to the hull. The drydock facility has not been named and neither where she will end up following the repairs. The news report made it clear she will not be returning to her berth in LaPort, Texas near the San Jacinto battle field and monument. Repairs are estimated to take no less than 6 months and could easily extend to 2 years. I am amazed at how vague this report is and how devoid of details it is. They also claim information concerning the future home of the Texas is unknown. How many places are there to park a 107 year old Battleship? Is repairing the hull of the old girl the way to go? Months roll by without a word concerning the future of the Texas and then suddenly all hell breaks loose with activity. What happened to plans to take her out of the salt water for ever? Sounded like the way to go to me. As long as she remains in water, especially salt water, her life expectancy will be in doubt. I first saw USS Texas in 1957 and she was a sad sight to see. The teak decks had been covered with concrete and more surfaces were covered with rust then were painted. Very little of the interior was open to the public. The renovations since then have been awesome. WG has donated a great deal to the preservation of the Texas. I am no longer in Houston so I am at the mercy of TV affiliate news coverage for any information.
  2. SweetBabyRuth

    Please Create alternative US BB line

    Please world of warship developers, create an alternative line for US battleships. I know that wargaming likes making money, but y'all keep releasing "so-so" US BBs that people aren't super excited about. You have plenty of content to use, from the Tennessee class BBs to the South Dakota class. And even more of the Iowa class. Instead of putting the Ohio in the research bureau, your should make her the top tier of the alternative line. I know this seems like complaining but the community has wanted this for a very long time. More than they wanted West Virginia and more than they want California. And yes, even more than they want to regrind for an Ohio. Stop releasing premiums and make an alternative line for US BBs.
  3. Giantsgiants

    I visited the Missouri

    When you get up close, it really looks big and imposing. Plus, the ship's corridors are like a maze. My mom felt like she was going to get lost in there.
  4. In this ranked season, some of the strongest battleships appear to be those that can dominate an enemy bow-on battleship. The three obvious contenders are Musashi, Jean Bart, and Lion (although Lion is otherwise not too strong). Lion and Jean Bart have high fire chances and thus can reliably burn to death anything that refuses to show broadside, while Musashi has the gun caliber to simply punch through with AP regardless. However, for the rest of the tier 9 battleships, their options are more limited. Granted, some have better survivability than others (Sovetsky Soyuz, for instance, can tank a good bit better than, say, Iowa), but the fact is that using only AP none of them can do more than get deck pens and superstructure overpens (which is a pretty tedious process, to say the least) unless one of them finally makes a mistake and shows a bit too much broadside. And certainly, if they try a bow-on contest with AP against an HE-slinging Lion/Jean Bart or a Musashi that does not make any mistakes, they'll lose. On the other hand, none of them are known for having good HE. When in a bow-on situation against an enemy battleship (in particular Musashi/Lion/Jean Bart), is it worth switching to HE or is it better to stick with AP?
  5. First of all, if this topic does not correspond to this section, mods, feel free to move it to the one you think is convenient, thanks. Well folks, it's official: I’m creating this topic to share my work, which I have been doing for a long time and I would like you to know a little about it. I have been working on what it would be, a recreation of ships belonging to the small navies, considering that now WG has its plans in the Pan-American and Pan-European branches, and for now I am focused on the battleships (and with time, it will be about other type of ships and from major nations). Taking into account the time it takes to create each model, I decided to show in this topic, how they evolve until its completion, and in this case, it will be about the battleships of the Rivadavia class, which, later and in its own section, we will talk about how to implement it in the game. We know what is essential to be able to recreate these kind of things, and they are the blueprints. WG needs all the necessary material, ranging from the blueprints to photographs and reports, but all that take time, and that time must be used to get the information, analyze it and then recreate it in a 3D model, which must then be submitted to quality controls, implemented in the game and be tested. In the case of the Rivadavia battleships, I have done everything in my power to be able to recreate this class, using only a simple bleprint with the ship's baselines (since it is impossible for me to find full blueprints, from a Argentine source or from the Fore River Shipyard, in USA). That, and a varied amount of historical photographs of Rivadavia and Moreno, which show that both ships carry with them subtle differences, which, I will reproduce as best I can. Of course, to recreate both ships will be a somewhat complicated task, for now, I hope to be able to correct certain flaws in the model (especially the hull, in the bow section) and hope this can also be used as “another reference source" for our developers and a future source of work for me (something that I hope may happen in the near future). But for now, I will be happy if this could end being something useful for WG and for the whole community. That said, here the current state of Rivadavia (which is show with a mixed appearance of 1935 and the end of its years of service, in addition, the bridge is more similar to the one used on Moreno). Each component modeled so far was made from cero and based on that general plan and several photographs that I used as a graphic reference. There you can compare a photograph of the Rivadavia bridge with the modeling by me. You will notice a certain difference, since it was created using the bridge of Moreno. Detail of the feathers for the boats. It is quite difficult to find a photograph that shows each aspect well in detail, but this is better than nothing at the moment. For now, that's the overall progress, and here you'll see, what I'm working on right now: Vickers-Odero Terni Mod 1929 AA guns, from the Heavy Cruisers Veinticinco de Mayo and Almirante Brown, which were installed in Rivadavia and Moreno. The model created is based on a surviving piece, exhibited in a Naval Museum, in Buenos Aires. Well, I hope you liked it and find it useful. Soon, I will update the progress in Rivadavia and also in other vessels in this topic. See you Captains!
  6. Alright this has to be getting just a little old by now but I've learned just a little more on these ships that would make them quite a bit interesting to see in game, yes they are yet another class of slow 21kt American Super Dreadnoughts but there are a couple things that would make them interesting in my opinion. I know that not everybody wants more slow dreadnoughts and that I'm not exactly new to supporting the idea of adding more dreadnoughts but if you're interested I've learned a couple more things about these two rather interesting dreadnoughts that make them stand out. First of all the obvious, during the post Pearl Harbor refits both ships received extensive AA refits and only got more and more as time went on and by 1944 both ships were veritable fortresses basically made from guns. The ships also received thicker deck plating hoping to avoid the fate of a certain famous US super dreadnought. During the attack the deck ranged from 2-4in deck thickness but post attack the older battleships were upgraded to have 4-6in armored decks. Both ships were made to steam along at 21kts but while Nevada was struggling to push 21 Pennsylvania was almost pushing 22 (amazing I know, truly inspiring speed) and surprisingly the additional armor didn't seem to affect this all too much. Not that it would've mattered anyway, the ships were never speed demons to begin with. Their secondary batteries were also replaced with the DP rapid fire dual 5in gun mounts with four twin turrets per side. Though I can guess none of this has really surprised anybody, this is fairly standard and probably already well known to most battleship enthusiasts well there were a couple more things I learned about these ships. Now the lesser known benefits. Turret elevation was increased from 15 to 30 degrees significantly increasing range of fire of the main guns from a former range of roughly 21 kilometers to about 31 kilometers! That's not all though, the guns were armed with longer and heavier shells capable of far more penetration and carrying a far more powerful bursting charge. These shells weighed roughly 1500lbs which is a bit impressive for a 14in shell not to mention these were coming at the enemy at 2600fps these shells were comparable in weight and velocity to the KGV class but slightly smaller and slower but in reality performed better due to the inherent advantages of American shells at that time which were far more rigid enabling them to defeat far heavier armor than their contemporaries meaning in game you'd get a lot less "shatters" or Non-penetrating hits. This represented in game would give Nevada and Pennsylvania impressive penetration and damage for just being armed with 14in guns a (comparatively) modest caliber for a battleship. All these factors together present two battleships unlike any other American battleship we have. Better armor than Arizona, main guns comparable to New Mexico's, and aa on par with the likes of North Carolina. Yeah they're slow but supported by a decent team they'd be incredible tanks and damage dealers and they'd be able to engage from long range as well (I'm not saying to give them their historical 31km range, that'd be ridiculous but something in the 20km ballpark would be nice at least unlike Arizona's painful 16km non-upgraded and only 18km upgraded which is quite confusing honestly). And again another typical idea dump from me, don't expect anything to actually come from it nor do I expect anyone to actually care much about this considering how the majority of people view these ships.
  7. Updated November 7th, 2018 Jean Bart is an upgraded Richelieu-class battleship with improved anti-aircraft firepower and equipped with the Main Battery Reload Booster consumable. Unassuming at first glance, she is overpowered in the right situation. Jean Bart annihilates opponents that make mistakes like few other warships can. When capitalizing on these situations, she is without equal. Jean Bart punches much harder than her smaller-caliber battleship guns would suggest. This ship was kindly provided to me by Wargaming. Please be aware that there are some differences to this ship as of the original publication date. To the best of my knowledge, these stats are accurate as of November 7th, 2018 and represent the release version of the ship. Jean Bart has been made available for 228,000 Coal in the Arsenal as well as being sold directly in the premium shop. PROS Main Battery Reload Booster gives her the ability to brutally punish ships that make mistakes within her line of fire, be it with repeated citadel hits or stacking fires. Entire battery is bow-mounted, making it easy to maximize her firepower on the attack. Heavy secondary gun battery with a fast rate of fire from her 100mm guns. Excellent anti-aircraft firepower -- some of the best found on battleships in the game. Good overall agility for a tier IX battleship. CONS Tiny hit point pool for a tier 9 battleship at 69,000hp. Exceedingly vulnerable to light cruiser-caliber HE spam. Armed with only eight 380mm guns with low damage output. Unable to overmatch the extremities of tier VIII+ German and American heavy cruisers. Majority of her secondaries are incapable of dealing direct damage to most targets. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Jean Bart is an easy battleship to play and quite forgiving. If her guns were of a larger caliber, I'd consider her skill floor to merely be 'Simple' As it is, players must have working knowledge of which ships her AP shells can overmatch and which they cannot which forces players to think ahead with their ammunition choices. As easy as Jean Bart is to slip on, she scales very well with player skill. Few battleships reward careful target selection and ammunition choice like Jean Bart. This is a ship where daring plays and proper consumable use make all the difference. Jean Bart feels very much overpowered in the right hands yet provide only a middling performance to the uninitiated. – One of, if not the worst at its tier. This is a pronounced weakness. – Middle of the pack at its tier. Not terrible, but not terribly good either. – Has a significant advantage over her tier mates. A solid, competitive performer. – No other ship at its tier does this as well as this ship. Musashi outperforms Jean Bart firepower wise, giving the French battleship a rating. Jean Bart has a low hit point total like HMS Lion but lacks her improved Repair Party consumable. She has a defense. Jean Bart has the agility and anti-aircraft firepower at her tier. Her concealment is only . Options Jean Bart doesn't offer much in the way of surprises. While there is room for some customization, she's fairly predictable. Her big gimmick is access to the Main Battery Reload Booster consumable. Consumables Jean Bart uses a standard French Damage Control Party. This has a 15s active time and a 120s / 80s reset timer. She has unlimited charges. Her Repair Party is also standard for a French battleship and begins with 3 charges. She heals back up to 14% of her health over 28s with a 120s / 80s reset timer. She queues up to 50% of penetration damage, 10% of citadel damage and 100% of any other damage type. Jean Bart comes with a Main Battery Reload Booster with 3 charges. This cuts down her main battery reload time by 50% for 20s with a 180s / 120s reset timer. Finally, she has access to the Engine Boost consumable with 2 charges. This increases her speed by 8% for 180s and it resets within 180s / 120s. Upgrades Jean Bart should begin by taking Main Armaments Modification 1 in her first slot. Optimally, take the special upgrade Engine Boost Modification 1 in her second slot. If you do not have access to one, then default to Damage Control System Modification 1. In your third slot, Jean Bart forces a choice on players. Optimally, you should increase the accuracy of your main battery with Aiming Systems Modification 1. However, that's totally boring. If you're feeling MANLY (and stupid), take Secondary Gun Modification 2 to boost your secondary range and show those lolibotes and inferior battleships who their daddy is.But maybe an Aircraft Carrier once touched you in a naughty place. Maybe you're super salty about that. If that's the case, you can always go for AA Guns Modification 2 to increase their range. This will make CV players hate you. And while other players may scoff that your build is sub-optimal, they'll all respect you deep down for making a CV player cry. Things get pretty boring from here on out. Damage Control Modification 2 is optimal in your fourth slot with the amount of HE that's thrown about. Steering Gears Modification 2 is a distant second place in terms of optimization, but if it makes you happy, who are we to judge? Take Concealment Modification 1 for your 5th slot. It's too good compared to the other option. And finally, take Main Battery Modification 3 for your final slot. Camouflage Jean Bart comes with Type 10 Camouflage. This predictably provides: 100% bonus experience gains 20% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Firepower Main Battery: Eight 380mm/45 guns in 2x4 turrets in an A-B superfiring configuration. Secondary Battery: Nine 152mm guns in 3x3 turrets facing the rear and twenty-four 100mm guns in 12x2 turrets arranged in superfiring configurations with three facing forward and three facing rear on each side of the ship. Jean Bart has some of the firepower at her tier. For a battleship armed with only eight, bow-mounted 380mm guns and a small-caliber secondary battery, this is a bold claim. However, for much of Jean Bart's development cycle, she was disgustingly overpowered and there were very real concerns about her performance. Wargaming has scaled her firepower back, but I'm not sure they did it to the degree necessary to ensure balance at tier IX. As it stands now, Jean Bart has the ability to punish opponents like no other battleship in the game. Underestimate her at your peril. Jean Bart firing 180 shells, locked onto a stationary enemy Fuso without camouflage at 15km. She has the same horizontal dispersion pattern as German and Italian battleships. French 380mm guns are well known for their high shell velocity and energy retention. While this does assist in preserving penetration power over distance, this does have the side effect of causing many shells to overshoot or undershoot their target. Penetration values courtesy of the World of Warships AP calculator (link provided in the Appendix). Jean Bart (and Alsace) have the worst battleship penetration at tier IX. However, it would be a mistake to call her penetration "bad". She is capable of landing penetrating hits on enemy battleships at all but extreme ranges. Unassuming Armament Jean Bart's main battery uses the same 380mm guns found on the tier IX battleship Alsace and her tier VIII sister ships, Gascogne and Richelieu. These weapons are characterized by their admittedly large dispersion area, high shell velocity and energy retention, good penetration and middling damage. The precision of her shell fire has been tuned to be identical to Gascogne at 1.9 sigma making her gunnery feel comfortable and rewarding careful aim. While the high velocity of her shells and dispersion pattern does lead to the occasional wonky spread of shells, on the whole these weapons behave themselves better than the infamously temperamental weapons found on battleship Roma. 380mm guns already feel long in the tooth by tier VIII, to say nothing for tier IX. Unable to overmatch the bows of German and American heavy cruisers, their performance is often found wanting. Jean Bart compensates for this with having an accelerated reload of 26s. While this may seem impressive at a glance, it is the same reload timer found on the Bismarck-sisters a full tier lower and it's less than Monarch's 25s with nine rifles also at tier VIII. Still, Jean Bart's firepower is superior to these other ships grace simply of her gun arrangement. Having all of her weapons mounted on her bow facilitates their use which, combined with the higher precision of her guns, allows her to output more damage than any of these lower-tiered rivals. Still, she should not be able to compete with the likes of the Iowa-sisters, Lion or Alsace. And yet, she not only competes with them -- she puts them in their place. Jean Bart wins no prizes for her stock DPM values, but that's not where her strength lies. The Dreaded Box o' Gimmicks Wargaming has produced the horror or horrors in Jean Bart by giving her access to the consumable Main Battery Reload Booster. Originally dispensed to the French cruiser line, Jean Bart is the first (and probably not the last) battleship armed with it. Understand that this, more than any other trait, is what makes Jean Bart so formidable. When her consumable is properly managed, Jean Bart is game breaking. When it isn't, she's an up-tiered Richelieu with good AA power. The Main Battery Reload Booster is still new, so let's start with an explanation of how the version found on Jean Bart works. This should hold true for other ships, but in case it gets grandfathered in with nerfs, this will serve as a handy reference. While active, it doubles the speed at which Jean Bart reloads her main battery. It does not halve the time it takes for a shell to be reloaded. This is an important difference. Allow me to show what I mean: I've redone this damn chart nine ten eleven TWELVE FREAKIN' times. The most recent change to this consumable occurred with patch 0.7.10. While the booster is active every second spend reloading counts as two seconds. What the booster does not do is simply halve the reload time -- ie, turning the cycle time down to 13s for any shells being reloaded during the consumable's active period . There's no way to cheat the system and fire an extra shell at a fully halved reload by timing the consumable use carefully. The benefits of Jean Bart's consumable apply immediately and only for the duration that it's active. The benefits of her consumable stack with the gains made from the Main Battery Modification 3 upgrade and the Adrenaline Rush commander skill. The numbers here get truly frightening, with a Jean Bart at 50% health being able to cycle her guns as quickly as every 10s with her consumable active. For an enemy vessel caught within a turn, this is devastating as Jean Bart is capable of putting repeated volleys downrange before they can turn away or make it into cover. And it's here where this unassuming battleship becomes overpowered. Jean Bart's all-forward gun placement makes her arcs feel very comfortable -- at least until you have to start running. Be very careful of unmasking her B-turret when you do. This will open her up to taking some hard hits from over angling. Devastating Strikes & Burninations on Demand The all-forward gun arrangement on Jean Bart means that her guns are almost always going to be at the ready when a target of opportunity arises. Her Main Battery Reload Booster guarantees she'll have the right shells loaded. Moreover, her consumable makes it very likely she'll be able to take two bites of the apple before they're able to correct their mistake. It cannot be understated how disgustingly powerful this consumable is in the right hands. Jean Bart may not have the same raw damage output of her peers over time, but she has all of the tools, between gun arrangement, precision, penetration and reload time to make her guns far more devastating in the short term. This emphasizes a battleship's strengths -- overwhelming alpha strikes. Jean Bart is better equipped to deal them more often than any of her contemporaries. It goes beyond landing AP volleys on exposed broadsides. Jean Bart is just as capable of stacking fires with her HE shells in short order with the use of her consumable. If an enemy battleship blows their Damage Control Party, Jean Bart's fast rate of fire will deliver upwards of 24 shells inside of 33 seconds. Even with the modest (for a battleship) fire chance, Jean Bart can match the Royal Navy for infuriating stacks of blazes. Duly warned be ye, says I. Almost excellent - Except they totally suck Jean Bart's secondaries suck moose-balls. She boasts a similar secondary load out to her sister Gascogne but she has even more 100mm guns. This looks terribly impressive on paper. They have a good range. Her smaller caliber guns have a phenomenal rate of fire of 20rpm which more than pads their uninspiring 5% base fire chance. And, really, that's all their good for -- setting fires. They can only directly damage areas of 16mm of armour or less -- that's not even enough to contest the hull of tier VIII+ destroyers she faces. Taking Inertial Fuse for HE Shells will enable her to the penetrate up to 21mm but that's a damn heavy investment. You can go this manly route if you wish. It's hardly optimal, even if it is hilarious. Jean Bart's armour scheme does not hold up well in a brawl (see below) so this is a heavy gamble. Still, with her Main Battery Reload Booster, she can be a formidable opponent in close quarters if you like to live dangerously. Summary Main battery is unassuming. Secondaries suck unless you invest heavily into them. And opportunist par excellence, Jean Bart can capitalize upon opponent mistakes like no other battleship thanks to her reload consumable. Evaluation: What it would have needed to be : An increase in gun caliber would do it, even without the accompanying increase in shell damage. Jean Bart is contesting Musashi for the top spot. Her guns are that good. Defense Hit Points: 69,000hp Min Bow & Deck Armour: 32mm Maximum Citadel Protection: 32mm torpedo bulge + 330mm belt + 50mm turtleback + 50mm citadel wall. Torpedo Damage Reduction: 32% Jean Bart holds the distinction of being the most vulnerable of the tier IX battleships. However, she doesn't rank last because of some crippling flaw. Her armour protection is sufficient. Her consumables aren't broken in any way. It's really just a deficit of hit points combined with a vulnerability to HE shells that puts her in last place. Jean Bart's hit point total are not those of a tier IX battleship. With healing scaling directly with a ship's base hit points and lacking the portable dry-dock of the Royal Navy, Jean Bart starts off the Durability-race with an immediate disadvantage, but she's not so far behind as to no longer be competitive. While she doesn't have deep reserves of health to absorb damage (or the healing potion to recover from it), her citadel protection scheme isn't lacking. She has decent anti-torpedo defense, for example, sitting at a modest, but respectable 32% damage reduction (and a far cry better than most of the other tier IX battleships, I might add). Her citadel placement is very-French. Her magazines and machine spaces sit just beneath the waterline, protected by a 50mm turtleback and a reverse-sloped belt. Combined, Jean Bart is all but immune to citadel hits at a distance. However, the steep grade of her turtleback lets her down at point blank ranges. Like Alsace, Gascogne, Richelieu and République, she is exceedingly vulnerable in a close-range brawl to broadside citadel shots from large caliber AP shells. On the whole, Jean Bart stands up well to AP fire and torpedo hits. Against high explosive fire, her defense scheme fails utterly though. Jean Bart's citadel protection is complicated, formed up of no less than four layers, two of which aren't pictured here. The first is her 32mm anti-torpedo bulge (not shown). Then shells strike her upper (330mm) or lower (250mm) belt, though the latter will usually necessitate plunging through water first, further reducing penetration. After that, her 50mm turtleback (not shown) gets in the way. Finally, there's her citadel wall which is between 30mm overt he machine spaces and up to 50mm over her magazines. Jean Bart doesn't sport the weakness of a thin citadel roof allowing for overmatching like some Royal Navy battleships, boasting 50mm on top of her 150mm deck protection. Note this last part differs from her sister, Richelieu which has 170mm of deck protection over her magazines but only a 40mm citadel deck. The entirety of Jean Bart is covered in deliciously squishy 32mm of armour that just loves to give up hit points. The only exceptions are her bridge, main battery and anti-torpedo bulges and that's hardly enough to guarantee a large number of shell-shatters. Jean Bart is exceedingly vulnerable to 150mm+ HE fire buffed with the Inertial Fuse for HE shells commander skill. German cruisers and battleships secondaries can exact a costly sum too This flaw isn't unique to Jean Bart, with American and British battleships sharing a similar fear of HE spam. However, when you factor in Jean Bart's lower hit point total and lack of a British mega-heal, this weakness becomes more pronounced. You're going to want to make American light cruisers die quickly. Make sure you have your Main Battery Reload Booster handy when an opportunity comes up to delete one of those mother truckers. One a side note, her 32mm armour also gets undone by 460mm AP shells from Musashi and Yamato. So there's that too. ] This is why light cruisers (and ducky destroyers) love Jean Bart. Anything that's teal is fair game for ships that can muster up 32.5mm of penetration or more with their HE shells. The brown section along her hull represents her anti-torpedo bulge which will absorb HE hits without taking damage. Finally, Jean Bart enjoys relative immunity to American AP bombs. They lack the penetration sufficient to punch through the multiple layers of armour protecting her citadel. Graf Zeppelin can land the occasional citadel hit but, by and large, she struggles in the same manner as American dive bombers. Jean Bart will still take a healthy amount of damage from these attacks -- overpenetrations will be rare, but at least she won't be deleted outright. Evaluation: What it would have needed to be : Jean Bart would need a truckload more hit points, a special Repair Party consumable or deck and upper hull armour sufficient to stave off HE attacks from light cruisers. Agility Top Speed: 30.0 knots Port Turning Radius: 850m Rudder Shift: 16.0s Maximum Turn Rate: 4.1º/s Am I really going to talk about the manoevrability of the tier IX thunderchunkers again? Look, none of the tier IX battleships could ever be described as agile. The best that could be said is that some of them have the straight line speed when they care to exercise it. However, we all know that the current meta doesn't let battleships stretch their legs until later in the engagement. Thus those without aren't held back by any means and even Musashi's stately 27 knots is more than capable of keeping up with the pace of battle. Jean Bart isn't the fastest battleship at her tier. With her Engine Boost consumable operating, she can make 32.4kts which is still slower than the Iowa-class sisters. She can't boast the tighter turning radius or better rudder shift time of HMS Lion. What she can claim is to have a good rate of turn, keeping pace with Lion and Alsace. Where Jean Bart claims primacy (and I admit, this claim is tenuous), is the combination of all of her traits. She is not the fastest, but at least she's not the slowest either. She's at least faster than Lion which is arguably one of the frontrunners in this competition. She doesn't have the tightest turning radius, but it's only 20m behind that of the Lion and 40m better than her next closest competitor. Her rudder shift time isn't the fastest, but it's the second best at her tier. Jean Bart matches the best two battleships at her tier for rate of turn. ... and finally, she has the Engine Boost consumable. Engine Boost has always been the trump card of the French warships when it comes to contests of agility. With it, Jean Bart leaves Lion in her wake, not only figuratively but literally as well. She can come about faster. She can control engagement ranges more effectively. With Lion bested, Alsace is her only remaining competitor and Jean Bart's tighter turning radius and rudder shift time makes that a no-contest. Of course, besting Lion and Alsace doesn't make Jean Bart good in this category. In my opinion, none of the tier IX battleships are. But Jean Bart is at least the best of the sorry lot. Evaluation: What would have to happen to DOWNGRADE to : Loss of her Engine Boost alone would do it. When it's on cool down, she's no better than Lion. Anti-Aircraft Defense AA Battery Calibers: 152mm / 100mm / 57mm AA Umbrella Ranges: 5.0km / 4.5km AA DPS per Aura: 202.5 / 357 Raw DPS numbers (the graph on the left) can be deceiving. Range is an important factor with anti-aircraft defense and Jean Bart has this is in spades with all of her gun mounts. The graph on the right incorporates range into an equation to better evaluate the overall effectiveness of a ship's AA suite. This is calculated by taking the gun's range less 1km and multiplying it by DPS. While not an absolute measure by any means, it is indicative of the relative AA power of the ships in question. Jean Bart has god-tier anti-aircraft firepower. The only battleship in the game that tops her for effective AA cover is the personal rocket-powered umbrella of HMS Hood, and that's only when Her Majesty's ship is activating her Defensive AA Fire consumable. What makes Jean Bart's AA so effective is the combination of solid DPS numbers combined with her minimum of a 4.5km range. Fully upgraded, she's an absolute monster, outstripping even République and Montana for the potency of her flak. Like most battleships, most of her AA firepower is found in her medium caliber AA guns. Jean Bart's 57mm weapons don't stand up to HE any better than a 40mm Bofors nest, so she can be stripped of most of her threat to aircraft with the gentle caress from a Cockbote. Thus your AA power is inversely proportionate to the amount of HE fire you've taken. Given the current meta at high tiers, that's not going to be very high for very long. Evaluation: What would have to happen to DOWNGRADE to : A Cockbote serenade. Refrigerator Base Surface Detection Range: 16.38km Air Detection Range: 14.16km Minimum Surface Detection Range: 12.30km Detection Range when Firing from Smoke: 15.05km Main Battery Firing Range: 24.52km Jean Bart's concealment should be seen as "adequate" and nothing more. With the proper concealment build, she shares a surface detection rating with the Bismarck-sisters. She could certainly do worse. Few battleships reward concealment better than Jean Bart. As it is, even her middling concealment value risks making her overpowered. The most obvious use for her surface detection is to drop back into stealth when under fire. Jean Bart doesn't have the deep hit point reserves of other tier IX battleships, and having the ability to disengage at will is a useful trick. However, it's not this defensive ability that risks making Jean Bart an overpowered monster. It's her ability to use it offensively. No other battleship rewards an ambush play-style as much as Jean Bart. With her fast reload, good penetration and her Main Battery Reload Booster, having Jean Bart magically appear when you're at your most vulnerable is a nightmare scenario. This is where she scales so well with player skill -- those with the map knowledge and the willingness to push in order to set up ambushes get rewarded handsomely. Evaluation: What it would have needed to be : Losing a kilometer or two of surface detection off her base range would do it. How to Make Roma Look Inadequate There are three main builds that are effective for Jean Bart. The Baby Bunny Build is the ol' battleship standby. Go for survivability increase skills including Concealment Expert, Superintendent, Basics of Survivability and Fire Prevention. The Salty About CVs build makes Jean Bart the scourge of the skies. Grab anything that boosts your anti-aircraft batteries like Basic and Advanced Fire Training and Manual Fire Control for AA Guns. Finally, there's the dubiously effective (but exceedingly Manly) Secondary Build. You'll want all the fixings at tier 4 including Advanced Fire Training, Manual Fire Control for Secondary Armament and Inertial Fuse for HE Shells. You can choose between Expert Marksman and Adrenaline Rush at tier 2 depending on if you intend to brawl or not. Final Evaluation Jean Bart seems like such an unassuming design. Who would have thought that an upgraded, up-tiered Richelieu-class would be on my watch-list for one of the most over performing releases of this year? I don't doubt that like Musashi, she's going to fly beneath some players' radar. There will be those that simply do not appreciate the imbalance that Main Battery Reload Booster provides, even when shackled to such unassuming weapons as a mere eight 380mm rifles. To this end, I predict that Jean Bart will become the darling of those few that know how to time their shots and don't use it simply for a flat DPM increase. I do foresee Jean Bart causing issue with some of the more veteran players. Grace of her abilities, this is a ship that by her very design punishes people that try and flex. Lord knows I won't dare turn a ship broadside within 15km of her unless I know her consumable is on cool down. While I would like to think that her gunnery may correct some of the popularity of certain American light cruisers, her ballistics just aren't designed for that. In short, Jean Bart is just going to reinforce the passive meta, albeit without the same obvious ability as ships like Asashio. The final bit of upset Jean Bart may deliver is still far off in the future. She is the best anti-aircraft platform found among the current battleships. With the aircraft carrier rework still months away, it remains to be seen what kind of upset she can deliver to the future version of this game mode For now, keep an eye on this ship. She has comparable earning levels to Musashi and Kronshtadt, which is better than most tier VIII premiums (barring the use of Makoto Kobayashi camo). I still haven't been told how she's going to be made available (seriously). If it's for free experience or coal, you cannot go wrong with this ship. She's too good. Would I Recommend? Seeing as I don't know how she's being made available, take this section with a pinch of salt. She could very well be the next steel-ship to reward Ranked Battle players. She may only be available for free experience or coal. Wargaming has not directly sold any tier IX+ premiums yet, so it's doubtful she'll appear in the premium shop or for doubloons. We'll have to wait and see. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Meh. While shooting down aircraft is hilarious in co-op, the propensity for enemy bots to charge bow in makes her 380mm guns feel inadequate. Go for a MANLY build or don't bother. It would be super cool if she could be used in Operation Hermes, though. I'm still poking Wargaming about that one. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. The chaos of Random Battles serves Jean Bart and her god-tier consumable well. She earns a healthy wage too, which doesn't hurt either. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Unlike in Randoms, it's less likely that your opponents are going to pull a stupid to make Jean Bart's Main Battery Reload Booster pay huge dividends. The more serious the competition, the less appealing she'll become. Plus Missouri has radar. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. She looks gorgeous and she's got a fair bit of history to her. For Fun Factor: Bottom line: Is the ship fun to play? Very yes on toast. After the first time you obliterate some poor sap coming about, you'll never be able to let go. What's the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE- The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes. Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal. Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task. OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely If I have to do this again, I'm getting out the crayons. In Closing Updated for October 23rd, 2018. Jean Bart was finalized shortly before this article was originally published. Three days later, they announced she was going back into testing because of concerns she was over performing. Frustrating as this could have been, the changes have been simple to account for. Jean Bart still risks being overpowered, but the circumstances are far more specific now. She's still a highly competitive ship, but without the clear cut dominance she could demonstrate with alarming reliability in randoms. Wargaming has been mum on what's coming out next. With the Aircraft Carrier rework choking the airwaves, it's a bit of a toss up. Le Terrible was finalized almost two weeks ago however I have not had access to her in order to be able to finish my review, so she's on hold for the time being. I'm mostly done reviewing Prinz Eitel Friedrich too, so it's a race to see which one gets the greenlight first. Thank you all for reading! Appendix World of Warships AP Calculator (n.d.) https://mustanghx.github.io/ship_ap_calculator/
  8. Totenliste

    Italian Battleship Lineup

    Really need some more BB action. So killing time made a possible lineup based on comparisons: Battleships T II: Regina Margherita https://en.wikipedia.org/wiki/Regina_Margherita-class_battleship (possible but not necessary like Mikasa think premium) T III: Regina Elena https://en.wikipedia.org/wiki/Regina_Elena-class_battleship (the 1902 proposed upgraded version all one caliber by Cuniberti) T IV: Dante Alighieri https://en.wikipedia.org/wiki/Italian_battleship_Dante_Alighieri T V: Andrea Doria/Caio Duilio https://en.wikipedia.org/wiki/Andrea_Doria-class_battleship (alt: Conte Di Cavour) https://en.wikipedia.org/wiki/Conte_di_Cavour-class_battleship [Giulio Cesare] T VI: Francesco Caracciolo https://en.wikipedia.org/wiki/Francesco_Caracciolo-class_battleship T VII: BB 1935 was in response to the French BB Dunkerque T VIII: Littorio https://en.wikipedia.org/wiki/Littorio-class_battleship [Roma] T IX: Impero (Impero and Piave/BB1936 from below links) an upgraded Littorio (led to the design of Sovetsky Soyuz T XI Russian BB) T X: Piave/ BB1936 also called UP 41 (Think Littorio but with 406mm guns) *: Tier V (though possible alt) and VIII were already decided. *Always open to suggestions if anyone has a better idea for a ship or a tier placement. Special Thanks go to the 2 guys links above.
  9. I'm still new to the game, and I have a 12 point Captain so far, and looking for advice on my first 4 point skill. Instead of going for skills 1,2,3,4 points like I should have done, I made a rookie mistake and got a couple 2 pointers early. So I've been waiting for to get the Captain back to 4 points to add the 4 point skill. I'm nearing the Queen Elizabeth and I have PT, EM, AR and BFT. I already know I should probably switch out BFT for SI or BOS if what I've been reading is correct. I've heard after the recent rework that Manual Fire Control for AA is pretty important, but as I'm still learning I don't know if I can take full advantage of it yet while paying attention to everything else? Any suggestions are appreciated.
  10. HMS Vanguard is the ghost of the Royal Navy battleship tech tree everyone wanted to see. Ostensibly, HMS Vanguard was designed to be a tier VIII version of HMS Warspite. However, Vanguard falls short of this aspiration. For a high-tier Royal Navy battleship, she's surprisingly not idiot-proof, with a vulnerable citadel that needs to be protected with angling and manoeuvres. What's most exciting: Her AP shells are wonderful. Wargaming has offered some concessions to both of the fans of the current Royal Navy battleship line. They included HMS Monarch's excellent high explosive shells to Vanguard's arsenal, ensuring that these two players can continue spamming HE without a guilty conscience while everyone else rolls their eyes. I want to thank Wargaming for providing me access to this ship. This is the release version of the vessel and all of the statistics discussed here are current as of November 15th, 2018. PROS Large hit point pool of 71,700hp. Main battery has a quick 25s reload and excellent gun handling. Has the same dispersion pattern as Warspite, Hood and Queen Elizabeth and boasts 2.0 sigma, making her one of the most precise battleships in the game. Excellent AP and HE performance for a 381mm shell, including good penetration and damage values, rewarding versatile ammunition choice. Very fast rudder shift time for a battleship of 9.7 seconds. Improved Repair Party, queuing and healing back more than standard and with fast reset timer. CONS Exposed, above-water citadel. Absolutely appalling firing angles on her main battery. Main battery is only eight 381mm rifles creating issues with overmatching and DPM. AA defense is for self defense only and is concentrated in 3.5km range, medium caliber mounts that are easily knocked out. Large turning radius of 850m and slow rate of turn exacerbates the issues with her fire angles. Overview The maximum rotation positions of X and Y turret (her rear guns). They are not new-player friendly. They're not even veteran-player friendly. Vanguard's terrible fire angles so utterly dominate her game play, I felt the tremendous compulsion to wear white-lace and beg her to be gentle. These fire angles screwed me over more times than I can count. Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Vanguard encourages players to sail with their broadsides exposed. With her above-water citadel, you can imagine how well she's going to go over with novice players. You know what? Never mind the novices. The veterans are going to find this frustrating too as it limits the amount of firepower she can dish out when trading. She's a battleship that reward cautious, opportunistic play -- which is review-speak for "hide in the back, shoot when you can and don't brawl". – One of, if not the worst at its tier. This is a pronounced weakness. – Middle of the pack at its tier. Not terrible, but not terribly good either. – Has a significant advantage over her tier mates. A solid, competitive performer. – No other ship at its tier does this as well as this ship. Vanguard has strengths and weaknesses across the board, giving her a rating in Offense, Agility, Anti-Air and Vision Control. It's only in Defense where she stands out with a rating. Her citadel is very vulnerable for a battleship, however she counters this with a the largest hit point pool at her tier and an amazing Repair Party consumable. Options Aside from Vanguard's Repair Party, there's nothing out of the ordinary to be found here. Consumables Vanguard's Damage Control Party is standard for a British battleship. She has unlimited charges. It has a 15 second action time and a 120s / 80s reset timer. Her Repair Party is improved. See the DEFENSE section below. There's a lot to go over. This starts with 3 charges base. Upgrades Optimization of Vanguard's upgrades will see the usual suspects rear their tired old heads. Start with Main Armaments Modification 1. Next take Damage Control Systems Modification 1. You've got a choice in your third slot. As ever, emphasizing gunnery is best so your first pick here should be Aiming Systems Modification 1. However, if you're salty about CVs, taking AA Guns Modification 2 is an okay choice. It's not great, but it's okay. Damage Control Modification 2 is arguably the best choice for most players in slot 4. You can elect to take Steering Gears Modification 2 to emphasize the strengths of her already quick rudder shift time. Be aware this is harder to make use of optimally even if it can yield higher results -- it's easier to tank damage than it is to dodge it, after all. Finally, take everyone's favourite no-brainer: Concealment Modification 1. Camouflage Vanguard comes with Type 10 Camouflage. This provides: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Firepower Main Battery: Eight 381mm guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Sixteen 134mm guns in 8x2 turrets. These are superfiring with two forward facing and two rear facing per side. Secondaries Let's start with the small guns. You can largely forget that Vanguard has secondaries. These 134mm guns lack the range, reload time and volume of fire needed to present a credible threat to opponents. This is really unfortunate given their nice shell weight and fire chance. If they had the range or they had the rate of fire, maybe a secondary build would be fun to play around with. Lamentably, it's a mistake to invest anything in upgrading these weapons -- they simply can't do what you need them to. At best they might be able to start a fire on an enemy capital ship that strays too close. However, with Vanguard's high citadel, getting into a brawl is a death sentence, so stay out of secondary range. Main Battery Precision There's so much to like about Vanguard's main battery. First of, there's her precision. Vanguard is a blast from the past, sharing same horizontal dispersion value of the older British premium battleships, including Hood and Warspite. Inside of 12km, she overtakes even the vaunted Japanese battleship accuracy, making her much more adept at picking off close range targets like destroyers. Combined with her 2.0 sigma value, landing hits feels very comfortable, even at long ranges. Standard dispersion test for my reviews -- 180 shells fired at 15km locked onto a stationary target Fuso without camouflage. She was equipped with Aiming Systems Modification 1. Vanguard doesn't quite enjoy the same level of precision as Warspite owing to her faster shell velocity and energy preservation. This gives her a larger vertical dispersion area at all ranges. However, this does lead to improved shell lead times making gunnery easier. Note that Vanguard suffers from a lot of "downward drift" which adds a margin of error to these shell maps as I had to readjust aim with every volley fired. Thus the dispersion area maybe slightly smaller than shown. Shell Performance Vanguard's HE shells don't share the same performance anachronism as her dispersion. They're modern, almost (but not quite) matching HMS Monarch's HE, including her shell damage and penetration. Monarch's have a 1% higher chance to set blazes over Vanguard, though -- don't ask me why. Vanguard doesn't quite match up to the tech tree Royal Navy battleships for fire setting ability. This is good news to me -- it removes some of the brainless quality of HE spam. When you do reach over for her AP shells, you're rewarded with a welcome change from other Royal Navy battleship AP. Like Warspite before her, Vanguard has a longer fuse timer with her AP. This has a few effects. The downside is that she's more likely to overpenetrate soft targets, including broadside cruisers and battleship extremities. The upside is that it provides her AP with increased bite for reaching machine spaces and magazines buried deeper within the core of enemy warships -- especially those with spaced armour protecting their citadels. Vanguard is especially good at punishing broadside battleships at range. Approximate penetration values for Vanguard's AP shells. Vanguard's HE shells are fixed with 95mm of penetration -- not quite enough to punish the few exposed citadels found on high tier cruisers. Inertial Fuse for HE Shells will add a few more ships to the roster that her HE can punish, but it's not worth the points investment. Data pulled from World of Warships AP Calculator. Site linked in the appendix. Penetration wise, her AP shells are well setup, having comparable bite to Tirpitz and Bismarck. It pays to keep their caliber in mind, however. Her 381mm shells cannot overmatch the 27mm bows of American and German heavy cruisers. As good as Vanguard's AP shells are, spamming nothing but won't do you any more favours than if you used HE shells exclusively. Switch shells often in Vanguard and she'll reward you. Vanguard's fast 25 second reload facilitates swapping between ammunition while also padding her damage output when it comes time to cycle her guns. Damage output among the tier VIII battleships is very close. Vanguard keeps pace with her fast rate of fire, compensating for her smaller armament. As ever, take these numbers with a pinch of salt -- they do not represent the challenges of getting shells on target or penetrating when they get there. For whatever reason, Vanguard's HE shells only have a 34% base fire chance as opposed to Monarch's 35%. This creates an increased gap in their fire setting potential and makes Vanguard no better of a fire starter than American battleships. Still the increased damage she dispenses makes this more than worthwhile. Before any of you get yourself all hot and bothered about Monarch's fire setting, Cleveland (the gold-standard of tier VIII burnination) can spit out 9.97 fires per minute with the IFHE penalty and no other buffs. The same disclaimers apply for this chart as the others -- this is merely an indicator of performance and does not represent actual in game results. A myriad of factors will always conspire to mitigate a ship's ability to set fires including (but not limited to), target selection, opportunity, shell dispersion, fire resistance, etc. The Deal Breaker All of these strengths are present to pad for one massive weakness: Vanguard's appalling fire angles. Vanguard has a fast rate of fire, great HE shells, fast turret traverse and excellent precision because her fire angles are so bad. It's all meant to be compensation because Vanguard must present a near perfect broadside in order to fire all eight of her guns at a target. This leaves her incredibly vulnerable to reprisals. She is functionally incapable of autobouncing enemy shells while firing her full armament and instead she must rely on her armour thickness to repel shells. At anything but the longest of ranges, this is a fool's errand. Thus, Vanguard often has to sacrifice firepower in order to properly angle against her enemies. This is why her gun performance is so good: she's often forced to fight with only half of her weapons. Wargaming have done everything they can to make it easier to bring the other half to bear when possible. Her gun traverse is quick. Her reload is fast. She answers her rudder quickly too to help swing her butt out to unmask her guns. I'm not going to lie: These bad fire angles are enough to put me off this ship entirely, which is saying a lot given all of the wonderful perks her guns otherwise enjoy. Vanguard has the same (terrible) forward firing angles as the King George V-class battleships. However, her rearward firing angles are worse than the tier VII battleship. No matter how you choose to engage an enemy, when you use all eight of Vanguard's guns, you open yourself up to return-fire and potential citadel damage. Bad firing angles are one of my personal pet-peeves. I can stomach a lot of things, up to and including sluggish gun traverse, but not bad fire angles. This has greatly soured my opinion of this ship. Summary Secondaries are bad. Her main guns perform beautifully provided you can use all of them. Her fire angles will get you killed. Evaluation: What it would have needed to be : I almost gave her a rating here -- that's how bad her fire angles are. However, there's just too many perks glued onto her weapons to make that a fair assessment. She'd need a much faster rate of fire before I would consider bumping this up. Or, you know, completely redesign the ship to give her better fire angles. That would work too. Defense Hit Points: 71,700 Min Bow & Deck Armour: 32mm Maximum Citadel Protection: 356mm Torpedo Damage Reduction: 25% Armour Protection The 356mm/343mm armour is replicated again around her rear magazine. Her turret faces are 343mm front, 228mm side, 178mm rear, and 152mm on top with 305mm barbettes. Let's start with the elephant in the room: Vanguard's citadel sits over the waterline. Much fuss will be made over this and rightly so. Only Roma shares this high-water vulnerability and the Italian ship is much better equipped to angle and bounce incoming fire. The net effect is that Vanguard is more likely to take citadel damage than other battleships when someone catches her side. This isn't to say that citadel damage is an exclusive weakness to Vanguard. However, it pays to keep her vulnerability in mind. Her aforementioned firing angles on her main battery guns exacerbates this problem. When Vanguard is firing all eight of her weapons, whatever she's shooting at has an easy target from which to farm damage. What makes Vanguard's fire angles such a liability compared to other battleships has to do with autobounce mechanics. Let's get technical for a moment to explain why. If AP shells cannot overmatch armour, there's an autobounce check. This occurs before any penetration attempts are made. The angle of the shell is compared to the angle of the surface it strikes. Normally, battleship AP shells that hit with an acute angle of 30º or less will auto-ricochet. This is why bow-tanking is so prevalent -- shells simply slide off the ship's bow and deck, unable to bite into the armour. No matter how much penetration a shell has, if it strikes at too shallow of an angle, your ship can avoid damage. Normally, battleship AP shells that hit with an angle of 45º or more cannot autoricochet. Any shells that strike between 45º and 90º to the hull will follow normal penetration mechanics. In between these two values, the auto-ricochet chance scales linearly. For Vanguard, when she fires her all eight guns forward at a 43º angle, any return fire from her target has only a 13% chance of suffering a ricochet. When she fires all eight guns to the rear at a 40º angle, this improves to a 33% chance. Most battleships are capable of firing all of their guns 35º off their bow, allowing them to ricochet shells automatically 2/3s of the time. The steeper they angle themselves, the better this defense. This mechanic is absolutely essential for keeping battleships safe from the monstrous levels of penetration found at higher tiers. Not only does it provide a better chance of automatically deflecting shells, it adds relative thickness to their armour belts. The steeper you angle, the greater the effective thickness. Vanguard's belt has between 503mm and 522mm worth of protection at 43º. However, if she could fire at 35º off her bow, this would increase to 598mm to 621mm. Data pulled from proships.ru (link in the Appendix). Values are approximate, usually with about 5% higher estimates than Wargaming's values published in their Armada series of videos. You can see by these values that at range, Vanguard makes an excellent bully when top tier -- with rare exceptions, she can unmask her X and Y turrets and fire, confident that her belt will be proof against return fire. This falls away when dueling with tier VIII+ opponents. With few exceptions, they all have the raw penetration needed to best her belt while she fires a broadside. Her citadel protection isn't all bad, though. First off, AP bombs can't citadel you. Hooray! Second, shots that land high that attempt to bi-pass her belt and drop down into her citadel have to contend with a 32mm citadel roof. Only Yamato and Musashi's 460mm guns can overmatch this, meaning that any other shell will skip off the top of her machine spaces for only penetration damage. Thus it's only shots fired directly at her waterline which can damage her citadel. The use of Priority Target is almost a must to alert you when enemies are looking your way to give you time to angle in and protect yourself. Vanguard needs time to stack damage -- to find those moments where she can sit broadside and make excellent use of her precision and rate of fire but don't push your luck when you're taking hits. There's one last little point of contention with Vanguard's protection scheme: With the entirety of her deck and extremities boasting no more than 32mm of armour, Vanguard is a juicy target for light cruisers. Expect to burn a lot if they catch you out in the open. Provided you can protect Vanguard's citadel (and that's a pretty big if), she has the largest effective hit point pool of any of the tier VIII battleships. With optimal use of her consumable, her theoretical maximum (less Survivability Expert) effectively doubles her hit point pool. In practice, you're never going to see that kind of number. Repair Party If Vanguard appears a little squishy, she all but makes up for it with her excellent Repair Party consumable. While she doesn't boast the same portable dry-dock found on HMS Lion, Nelson and Conqueror, she has the next best thing. Here's the bonuses she has baked in: Her Repair Party resets quickly. The reset timer on consumable is 90 seconds / 60 seconds for standard / premium. Compare this to the usual 120 seconds / 80 seconds of the normal Repair Party. She queues up 60% of penetration damage. This is admittedly standard for Royal Navy battleships, so Vanguard doesn't stand apart from the rest of the ships in her line. For most other battleships it's 50%. Vanguard queues up 33% of citadel damage. This is huge. While it would best to avoid taking citadel damage of any kind, Vanguard heals up more than the 10% of other battleships. Keep in mind, this also applies to torpedo damage which is the most common form of citadel damage battleships receive. This is especially good in Vanguard's case given her poor anti-torpedo protection. She heals up to 16.8% of her hit points per charge. Normal Repair Party mechanics heal up only 14% over 28 seconds -- or 0.5% per second. Vanguard enjoys a 20% boost over this like Warspite, healing 0.6% per second over the same time period. With up to five charges at her disposal through the use of premium and skills, Vanguard's faster reset timer ensures that she's able to make full use of her health regeneration. Her enormous hit point pool also guarantees big returns as Repair Party scales with a ship's starting hit point total. Summary For all of Vanguard's potential vulnerability with her high citadel, she's well equipped to mitigate and manage said damage. When she's top tier, the vulnerability of her citadel drops down considerably, making her very powerful. Light cruisers are always going to be pain in the butt, though, and beware HE spam from battleships too. Vanguard isn't done yet with her tricks, though, as you'll see in the AGILITY section below. Evaluation: What it would have needed to be : Can a battleship with an exposed citadel even be considered ? It feels a bit of a stretch to me, but if you can keep her citadel protected, Vanguard is hella tough. That's a pretty big 'if' though when she's not top tier. She may lose her current rating when the North Carolina Repair Party buff goes through. Agility Top Speed: 30.0 knots Port Turning Radius: 850m Rudder Shift Time: 9.7 seconds (!) 4/4 Engine Speed Turning Rate: 4.1º/s The big thing to talk about here is Vanguard's rudder shift time. Now I've harped on rudder shift before -- it's a mean to an end, not an end of itself. Boasting that a ship has a great rudder shift time is like boasting that a ship has great range on its main battery guns -- it's nice to have but it's not a good indicator of a ship's performance. The same applies here. Vanguard answers her rudder quickly and her movements are much more precise as a result, but it would be a mistake to call this ship agile. Vanguard's rate of turn holds her back. 4.1º/s is painfully average for a high tier battleship. She sits well behind ships like the Richelieu-class sisters and the South Dakota-class sisters. This is caused by two things. One, her turning radius is big. Two, she doesn't have any baked in bonuses to help her preserve speed in the turn. The upside to her modest handling (and it's a stretch to call this a benefit) is that she can't out turn her turrets. She starts with a 5.0º/s rotation on her main battery guns and Expert Marksman only widens the gap, making adjusting her fire very comfortable if it weren't for those damned firing arcs. Vanguard's fast rudder shift time is almost good enough to allow her to fire her guns and angle back quickly enough to avoid reprisals. Almost. The simple fact of the matter, going from a 30º aspect to a 43º and back again takes too long. I never managed better than 15 seconds during trials. You might be able to pull this off against an inexperienced opponent but this is owing more to their mistakes rather than the merits of the ship itself. If you want to be able to fire all eight of Vanguard's guns while not getting your citadel blown out, you're going to have to play clever. Now just because Vanguard can't wiggle-wiggle-shoot doesn't preclude her from being able to dodge. This is something she's quite good at and where her rudder shift time makes her deliciously unpredictable. You'll still need range in order to pull this off, but you can pretend to begin unmasking your guns in order to bait shots and then double back on your course to bounce their shells. Similarly, the amount of bounce and twirl in her badonkadonk makes her a real nuisance for destroyers to land torpedoes. Vanguard is all about frustrating gunnery -- both yours and your opponents. Evaluation: What it would have needed to be : She's not a speed demon like the French botes nor wiggling like the SoDaks. She's also not a thunderbutt like Kii, so there's that. I was personally hoping to see her preserve a little more speed in the turn to get her rotation rate up -- that would have done it, but it didn't pan out during testing. Anti-Aircraft Defense AA Gun Calibers: 134mm / 40mm AA Umbrella Ranges: 5.2km / 3.5km AA DPS per Aura: 68 / 413.1 For personal defense, Vanguard's anti-aircraft firepower is excellent -- comparable to the American battleships. However, that's about as far as it extends. Vanguard lacks the weight of fire with her dual purpose guns to be a credible threat to aircraft further out. This precludes any claims of efficiency with Manual Fire Control for AA Guns -- too much of her flak is focused upon her 3.5km 40mm batteries. This adds a second weakness: her medium caliber weapons don't stand up to punishment very well. If you've taken even a light dusting of HE shells, odds are your anti-aircraft firepower is nowhere near as formidable as it once was. So, while you're pristine and perfect, you'll shred planes. It's worth investing in Advanced Fire Training to help boost this further, but that's about as far as improving her anti-aircraft firepower should go. Hey look, I made it through a section without mentioning her awful fire ang -- aw, damn it. Evaluation: What it would have needed to be : She's very close. Were it not for FOUR American battleships all having very similar AA firepower (and Kii besides), she might be able to muscle in and make her presence felt. As it is, she sits in their shadow. Refrigerator Base Surface Detection: 16.04km Air Detection Range: 13.7km Minimum Surface Detection Range: 12.04km Detection Range When Firing in Smoke: 14.73km Main Battery Firing Range: 20.0km There's not much to go over here. Vanguard's concealment is "sufficient unto the task" and nothing more. She sits in the middle of the pack for surface detection behind Monarch (14.6km), Roma (14.9km) and North Carolina (15.7km) and just ahead of the Alabama-twins (16.2km) and Bismarck-sisters (16.4km). Vision Control consumables are rare at this tier, being limited to Bismarck's Hydroacoustic Search and various spotter and float plane fighters found on select ships. Vanguard doesn't have access to any of them and she ends up feeling blind without them. Evaluation: What it would have needed to be : More stealth or a spotting consumable other than an aircraft. Alpha and Omega There's not much to say in regards to the skill choices for Vanguard. You can buff up her anti-aircraft firepower if you're super salty about CVs, but on the whole a generic battleship captain build emphasizing fire resistance would serve you better. Start with Priority Target. Take Adrenaline Rush as your second skill. Follow this up with Basics of Survivability at the third tier. For your 10th point-skill, choose between Concealment Expert and Fire Prevention with your 14th point-skill, take the alternative. With your remaining 5 points to spend, customize as you will. Advanced Fire Training will serve you well if you want a little more teeth to your AA guns -- especially when paired with AA Guns Modification 2 from your upgrades. For your remaining 1pt, take either Preventative Maintenance or Expert Loader. Alternatively, you can mix and match between Superintendent, Expert Marksman, Jack of All Trades and High Alert. Keep those tier 1 skills in mind as filler. Final Evaluation She has two main flaws and only two: Her citadel sits high over the water and her fire arcs suck. If you can mitigate these two weaknesses, this boat is amazing. She's been padded with all of the perks possible to compensate for these challenges. If you can't mitigate them, or you find it frustrating, Vanguard is a steaming pile of doo. "The second coming of Warspite" has such a nice ring to it. So many of us were hoping that the Royal Navy battleship line would have borrowed heavily from Warspite's game design -- namely her gun's precision, sluggish gun handling, good agility and improved heals. Instead we got a pack of flame throwers with cloaking devices and portable dry-docks. Complaining about what became of the Royal Navy battleships is so 2017, though. I had pinned my new hopes that Vanguard would be my baebote #2, echoing a lot of what made Warspite great. She almost got there which is pretty surprising. But let's not sugarcoat things -- Vanguard fell short of the mark. This isn't a tier VIII Warspite. So is Vanguard "good"? Well, yes. Yes, she is. However, there's a big ol' butt attached. She's good but she's also potentially frustrating as all get out. I've grumbled enough about her fire arcs. This is a personal pet peeve of mine, if you can't tell. This right here is what would relegated Vanguard to a port-queen for me. For others, her exposed citadel is going to be a big no-no. Why play a battleship that can get her machine spaces easily blown out when you could play something similar that doesn't have to put up with that nonsense? Her inability to overmatch select heavy cruisers will be a turn-off for others. It will keep her from being a contender in competitive play because of it. Finally, her longer AP fuse timer gives her an increased chance of overpenetrations. There's few things as heart breaking as lining up that perfect shot on a cruiser only to watch your shells sail clean through, inflicting minimal damage. One of the ways a premium ship can get in my bad books is by forcing a player to take extra steps to accomplish the same task as other vessels. Vanguard ticks this box. If Famous and HIstorical Monarch can do what Vanguard does and with less frustration, why bother picking up Vanguard? If the comparison to Monarch is bringing you pause, good. The two ships have very similar play styles with the tech tree ship being idiot-proof. I think this is perhaps the most damning thing that could be said about Vanguard: like Monarch, she's a little dull. Thankfully, Vanguard does borrow just enough from Warspite to spare her being called the second coming of the King George V that never was. I'm just not sure it's enough to redeem the ship in my eyes. Her perks are compelling, but it keeps coming back to those frustrating elements for me. I suppose that says it all right there. Know thyself. If those elements seem like turn-offs to you, then stay away. Otherwise, she'll do you no wrong. Would I Recommend? Vanguard acted as the gatekeeper to the initial offering of HMS Dreadnought. If you wanted the latter you had to also buy the former. Make sure you weigh the merits of both ships before pulling the trigger on a purchase like that. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Bots are dumb. Battleships vs bots is always a good fit. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No. You are absolutely spoiled rotten for choice when it comes to Royal Navy premium battleships. Warspite, Hood, Nelson, Duke of York and Dreadnought are all on offer. Vanguard does have the advantage of being the highest tier, and thus potentially making the most bank, but you could do almost as well for yourself in most of the others. (I can't believe I'm recommending Duke of York as a reasonable alternative...) For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Get yourself Massachusetts or Alabama instead. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. She's the last Royal Navy battleship ever -- built in steel and she's drop dead gorgeous. For Fun Factor: Bottom line: Is the ship fun to play? No. I didn't find her fun to play. However, that's because I'm a whiner when it comes to firing arcs. Maybe your own mileage will be different. What’s the Final Verdict? How would the ship rate on oh-so scientific, not-sarcastic at all, Angry YouTuber scale of Garbage – Meh – Gud – Overpowered? GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it! In Conclusion It's only a week late. That's unfortunately going to be the status quo going forward as I perpetually play catch-up with releases. Since Dreadnought and Vanguard were ninja-announced last week, Bourgogne has been finalized. In addition Charleston was released without any warning, so there are three new reviews in the queue. What's more, the Black Friday ships, Massachusetts, Tirpitz, Atago and Asashio are on their way out. While Tirpitz and Massachusetts' reviews are still reasonably up to date, the changes to the latter two could warrant a revisit. Given the limited access I'm going to have with Bourgogne, I'll probably be prioritizing that one as my next review unless something else comes up. Thank you all for reading. Thank you very much to everyone that supports me on Patreon for helping me produce this content. Appendix Armour penetration data was pulled from two sites: http://proships.ru/stat/ships/ https://mustanghx.github.io/ship_ap_calculator/
  11. Developement and planning of a new capital ship for Koko no Kaigun started on the sly in early 1934, after the Diet had passed the first Rearmament Bill. First drafts took off from some of the early 20s designs that had been shelved because of the Washington Naval Treaty. The 28,5-knot ones armed with eight and ten 409mm (16.1-inch) guns were immediately discarded as inferior to that of the Amagi and the cheating Kii Class,. Focus was thus shifted to the twelve-gunned 409mm design, the last approved and ordered before the WNT, and the early draft for a Battleship armed with six 460mm (18.1-inch) guns in twin turrets. At that time, the only requirement already set was a top speed of 30 knots, to allow the new battleship, if eventually built, to operate jointly with the Amagi and the two Kiis.The 12x409mm design was the first to progress into the planning stage. By mid 1935 it called for a 52.600ton ship at standard load, 259,6m long, 35m abeam with a draft of 9,5m. 360mm belt armor, 178mm decks, 76mm bulkheads and an endurance of 7.900 nautical miles at 16knots. Secondary armament was to be made of twelve guns, either 152 (6-inch) or 155mm (6.1-inch), augmented by eight 127mm (5-inch) ones. Design for the 6x460mm-gunned ship was less advanced, but called for similar specifications except for a secondary armament of fifteen guns.Koko's denunciation of the naval treaties changed the tables, shifting the design efforts towards the heavier gunned ships. Developement of a 460mm gun, suitably labeled 40cm/45 Type96 started in 1936 after the second Rearmament Bill passed by Morimoto's government. The Bill also approved construction of a new class of four Battleship. Following similar plans as the Japanese to give the fleet some edge over the USN and RN by building superior ships to counter numerical disatvantage designers ditched completely the 409mm-gunned design focusing solely on the 460mm one. Despite this, the Naval Staff was not satisfied with a main armament of just six 460mm guns, so a fourth twin turret was added, bringing the main battery to eight barrels. To counter the increased weight, maintaining the planned endurance and speed and thus make space for the extra main guns, the hull was lenghtened by over 20 meters and the fifth 152mm gun turret -to be placed on centerline aft, superfiring the 460mm one- was deleted entierely. Design was finalized by fall 1936, and the lead ship started construction on October 14th of the same year at Toumachi Naval Arsenal. She recieved the name Yashima a few weeks later, her sisters were to be called Suruga, Omi and Mikawa. Yashima's construction went on in deep secrecy -just like that of the Yamato in Japan- until her launch, on September 29th 1938, 23 months after she was laid down. Fitting out lasted for another 15 months. Yashima was commissioned as the new Koko no Kaigun Flagship on December 1st 1939, starting her trials immediately after. Despite the war in Europe was already raging since two months secretness around the newly built ship remained high. Especially, the Naval Staff accuratley avoided having any of the Kii class ships or the Amagi sitting in port or operating together with Yashima. The reason was obvious, since during her tortuous design phase the new Battleship had grown to massive dimensions.At 281,95meters (925feet, 1inch) in overal lenght she was the longest warship ever built by any navy up to that point, dwarfing any other warship -beign Carriers, Battleships or battlecruisers- by at least 11 meters (36 feet, 1 inch). Her waterline lenght was 276,01meters (905feet, 6inches), her beam 35 meters (114 feet, 10 inches) and her draft 10,6 meters (34 feet, 9 inches) for a standard displacement of 56.425 Tons and a full load one of 62.727.Compared to the earlier drafts, belt armor was increased to 409mm (16.1inch) of thickness, angled inwards by 10° with 270mm (10.6inch) angled bulkheads connecting the citadel ends to the main gun barbettes. Anti-torpedo bulkheads were also strenghtened to 112mm (4.4inch) while decks were left at 178mm (7inch). Steering gear was enclosed in a 200mm (7.9inch) box, with the quarterdeck also protected by 50mm (2.2inch) steel plates, a lighter 30mm (1.2inch) protection was also given to the foredeck up to the anchor capstans. Main guns were protected by 540mm (21.3inch) thick plates on face, 236mm (9.3inch) on sides and roof and 409mm (16.1inch) barbettes. Secondary guns had 50mm (2.2inch) faces and 25mm (1.inch) roofs, sides and barbettes. The conning tower was protected by 500mm (19.7inch) thick steel plates.Yashima main gun battery consisted of eight 460mm (18.1-inch) 45 caliber guns in four twin turrets. Almost identical in specification to the Guns of the Battleship Yamato, developed during the same timeframe, they had a maximum elevation of 43° and could fire 1.360kg (2.998lbs) standard and 1.460kg (3.219lbs) armour piercing shells at a maximum range of 41.780m (45.790yards), with a rate of fire of roughly 2 shots per minute, and 100 shells carried for each gun. Secondary armament was made up by four triple 152mm (6-inch) turrets, originally intended to arm the Senjo Class Cruisers before it was decided to convert them from CL to CAs. Fitted two on each beam, abaft the fore and aft superstructure, those 60-caliber guns fired 45,6kg (100lbs) shells up to 26.890m (29.414yards) away. They had a maximum elevation of 45° and a 6-round per minute rate of fire. 165 shells were carried for each gun. The main anti-aircraft weapon was the ubiquitous 127mm (5-inch) twin gun mount, their number increased from eight to twelve and fitted at midship in raised platforms. The guns were also shielded to offer further protection to the crew from the blast of the 460mm guns firing. They could elevate up to 90° and fire 23,45kg (51,7lbs) shells up to 14.800m (16.185 yards) with an effective AA ceiling of 9.400m (30.840feet) at 75° elevation. 300 rounds were carried for each gun. Light AA armament was made up by eight triple 25mm machine guns for a total of 24 barrels.Fire control for the main guns was provided by a 15-m rangefinder and director set fitted on top of the massive forward pagoda tower, with a backup director fitted on the aft superstructure. There were also two 4,5m rangefinder for the secondary guns fire-control located on the forward superstrucutre, and four combined HA director-rangefinder sets for the 127mm anti-aircraft fire: two on each side abaft the funnel and another two on the aft superstructure. Four searchlight and four machine-gun directors were also fitted, in addition to an 1,5m navigation rangefinder forward and an auxiliary lookout station on the aft superstrucutre. The searchlight themselves were four 110cm models fitted on platforms around the funnel, above one of the HA director sets. The ship could operate two seaplanes, Nakajima E8N, thanks to a collapsible crane and a catapult fitted at the stern. A small maintenance hangar located between the catapult itself and the aft 460mm guns could house a third dismantled seaplane.Engine-wise, twelve oil-firing boilers powered four steame turbines generating 167.522shp, driving four three bladed propellers. Coupled with the elongated hull lines and the specifically designed bulbous bow, the engines pushed the ship with ease to the intended top speed of 30knots. Thanks to a 6.300t bunkerage, endurance was 8.100 nautical miles at a cruising speed of 16knots, roughly 200 miles more than the original design.Complement for the Yashima was 2.363 officers and men. As flasgship this rose to 2.489.
  12. The following is a review of Giulio Cesare, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of October 20th, 2017. This was a triumph. (I'm making a note here: "Huge success".) It's hard to overstate my satisfaction. Quick Summary: Giulio Cesare feels like a traditional battlecruiser -- fast, hard hitting but with a poor protection scheme. She's incredibly agile for a ship of her size. Cost: $24.99 USD with a port slot. Patch and Date Written: 0.6.11.1 to 0.6.12.0, October 12th to October 19th, 2017 Closest in-Game Contemporary Kongo, tier V Japanese Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Kongo is about as close as you'll get to a ship with similar game play style to Giulio Cesare, but this is still a rather far cry from the Italian Battleship. Cesare is stealthy while Kongo is not. Cesare is agile while Kongo is not. Both ships excel at engaging enemy ships at medium distances, using their speed to dictate the range. Cesare exerts far more control than Kongo between her superior firepower, gun handling, agility and stealth. PROs Extended waterline belt armour helps bounce shells when properly angled. The inside of the prow has an 85mm armoured "beak" which makes citadel penetrations through the bow more difficult. Guns feel very accurate with a combination of a 1.9 sigma value and the turrets being mounted close together. HE shells have an excellent base fire chance of 35% and a rather large splash radius of 28m for damaging modules. Fast gun traverse of 5.0º/s Small, 640m turning circle, good rudder shift time of 13.0s and a fast top speed of 27.0kts, making her one of the most agile battleships currently in the game (yes, even more agile than Warspite). She's a small target, smaller than many light cruisers with an excellent surface detection range of 13.7km. CONs Exceedingly fragile with poor torpedo defense, low hit point total, a large exposed citadel and poor armour values overall. Secondaries are lackluster with a modest rate of fire and a combination of HE and AP shell fire. Poor anti-aircraft firepower and range. Feels blind without any form of spotter aircraft, float plane fighter or similar vision-assisting consumable. The Italian Battleships are here! Well, kinda. Giulio Cesare is an Italian battleship but for those who were hoping to be able to pin point what sort of flavour or gimmick they would have to differentiate themselves from the Germans, British, American and Japanese, you're going to be a bit disappointed. Giulio Cesare got the Dunkerque treatment in that there's nothing about her that points to some special flavour of the Regia Marina dreadnoughts. We shouldn't be too surprised given what's come before like with Hood and Tirpitz which were each poor indicators for the ship lines that came after. This doesn't preclude Giulio Cesare from being an interesting ship in its own right as you will see. I have to admit, even as a die-hard Royal Navy fangirl -- the Italian ships are simply gorgeous. Options Pretty run of the mill stuff here. Giulio Cesare has a standard battleship Damage Control Party with a 15s active period and a 120s / 80s reset timer depending on whether or not you go for a premium version. Her Repair Party is also standard for a battleship. Consumables: Damage Control Party Repair Party Premium Camouflage: Type 9/10. As of patch 0.6.12.0, type 9 and 10 camouflage patterns are identical. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Module Upgrades: Three slots, standard non-American battleship options. In your first slot, take Main Armaments Modification 1. In your second slot, take Aiming System Modification 1. If you really hate aircraft, you can take AA Guns Modification 2 instead. While this will help dissuade tier IV and V carriers, be advised this will not save you against tier VI+ carriers, even with a full anti-aircraft build. In your third slot, take Damage Control Systems Modification 1. Firepower Primary Battery: Ten 320mm rifles in an A-B-X-Y superfiring configuration. Secondary Battery: Twelve 120mm guns in 6x2 turrets and eight 100mm guns in 4x2 turrets I got so terribly excited when I saw the load-out of Giulio Cesare's secondaries on paper: a ten gun broadsides? That's almost German-good! Sure, this would be hamstrung somewhat by the 4.0km range, but I was gonna be happy and I was going to pew pew stuff in the face and be all, "Veni, vidi, vici!" on all of those gunship destroyers that think they're so great at tiers IV and V. Yeah, no. There are two little issues with my dreams of close-quarter conquests with a phalanx of secondary fire. Giulio Cesare's secondaries don't have quite the rate of fire I was hoping. Each gun fires 10rpm -- a whisker shy of the 12rpm I hope to see on secondaries at a minimum -- especially for low caliber weapons like 100mm guns. I mean, 10rpm isn't terrible but it's not ideal. Anyway, I could over look this in of itself... ...except that point number two is that her 120mm guns (which form the backbone of her secondary armament) fire AP shells. Blech. Now, don't get me wrong. In of itself, AP shells from secondaries can be good if they've got a lot of hitting power. But these ones don't. They have a maximum alpha strike of 2,000 damage per if they citadel and they're not going to do that often. It's like asking a cross-eyed Farragut to save your life from a rampaging Podvoisky and the fool loads AP instead of HE. As it turned out, getting that close with Giulio Cesare is generally a loser move anyway (see her protection scheme below), so having mediocre secondaries isn't that much of a loss. Still, it's a shame. I do love my low tier brawls. As it would fall out, I did find an elegant solution to that charging gunship-destroyer problem. Meet the problem solver. Giulio Cesare is one of the most comfortable gunnery experiences I've enjoyed in a battleship. It's kind of hard for me to believe she's stricken with German dispersion values. These are the worst in the game. Her guns feel far more accurate than what her dispersion value would suggest. This comes down to three factors: Her sigma value, the size of the ship and the number of guns she wields. Giulio Cesare boasts a sigma value of 1.9 which is a marginal improvement over the usual 1.8 value found on tier V battleships. The higher the sigma value, the more likely shells will land towards the center of the dispersion field. In practice this means there are fewer 'wonky' shots where shells fly every which way. They still occur, but more rarely than on other battleships like König or Iron Duke. The second factor is the proximity of Cesare's guns to one another. Cesare isn't a very large vessel -- she's shorter in length than many of the cruisers within her matchmaking spread. As a result, her guns are crammed closer together. This has the effect of reducing dispersion further This is part of why a ship like New Mexico feels more accurate than Fuso even though the latter has better dispersion values. Finally, Cesare has a ten-gun broadside. Had she only eight like Kongo, her dispersion wouldn't feel as generous. The sheer volume of fire does much to diffuse any perceptions of occasional inaccuracy grace that if you throw enough shells at a target, something's likely to hit. So despite the flaw of a large base dispersion value, you're seldom going to feel it. .Giulio Cesare's guns should be considered "good enough" in all other respects. She doesn't win out on DPM, alpha strike, penetration, or even fire chance (she's bested by Iron Duke, Oktyabrskaya Revolutsiya, New York, and Iron Duke again, respectively). However, she's a contender in each category without any serious weak spots. She has the second highest DPM for a battleship at her tier. Cesare's HE penetration value is artificially high. For a 320mm gun, we should expect her to be able to penetrate 52mm of armor. She can instead penetrate 55mm. This isn't an enormous difference, but it is a bonus. Cesare has a very high fire chance at 35% per hit. This contrasts with a more modest HE shell damage of 4,800 which is respectable but not great. Cesare's module blast radius is respectable for her tier at 28.35m even with her smaller caliber guns. Cesare is great at causing critical damage to enemy ships, including setting off magazines of light cruisers and destroyers. This just leaves Cesare's AP penetration to talk about. It's not terrible, but it's not great. Her shells have comparable penetration performance to Royal Navy 381mm guns found on Hood and Queen Elizabeth. This is perfectly serviceable at tier V and VI though it starts feeling a bit lackluster against some of the more heavily armoured American and German belt armour, especially at close to maximum range. Image courtesy of Wargaming's Armada video on Giulio Cesare. Cesare's penetration values lack the raw potential up close, though they preserve their power well over distance. Giulio Cesare is a battleship where you could be forgiven for spamming a single ammunition type and either one would yield good results. To be clear: Her AP shells are better than her HE shells, but the latter are no slouches. A player who elects to use just a single shell type won't perform as optimally as someone that's more dynamic with their ammunition choices. However, they will still do reasonably well. The only real weakness of Cesare's main battery armament (and I am really stretching things to call it a weakness) are her gun fire angles. They're not bad but they're not excellent. Her forward guns have a 288º fire angle. Her rear have a 290º fire angle. This means that to bring all eight guns on a target ahead, she needs to angle out to 35º -- this isn't auto-bounce territory (30º) so she needs to be careful lest she eat unwanted citadel hits. Towards the rear this is slightly worse at a 36º fire angle. Overall, Cesare has an excellent main battery armament that's not only easy to use but quite powerful. Summary: Good traverse rates and decent accuracy makes her guns very comfortable to use. Her per-shell damage may not be phenomenal, but the number of hits she can land more than makes up for this. Dynamic ammunition choice will yield the best results, but homogeneous fire of AP or HE can still score some impressive damage totals. Her secondaries are unfortunately lackluster despite the impressive number of weapon mounts. Giulio Cesare has got it where it counts. Manoeuvrability Top Speed: 27.0knotsTurning Radius: 640mRudder Shift: 13.0s Maximum Turn Rate: 4.9º/s Cesare is fast and Cesare is agile. Her twenty-seven knot top speed at tier V is excellent. She's not the fastest ship in her tier -- that honour goes to Kongo -- but she is much faster than all of her other contemporaries. What's more, she doesn't pay for this speed with horrible handling. In fact, Cesare is one of the most agile battleships in the game. While Warspite may boast a smaller turning circle, Cesare preserves more speed with her rudder hard over, allowing the ship to rotate faster and change direction more suddenly than every other battleship she faces. This gives her a maximum rate of turn of 4.9º/s compared to 4.7º/s of Warspite. As you can imagine, this makes Cesare great at dodging incoming shells and other forms of attack. Speed is life for Giulio Cesare. The value of being able to control engagement distances must not be underestimated. Cesare's speed wanes as you face higher tiered ships, however. While her twenty-seven knots feels blinding fast in the small, claustrophobic maps of tiers IV and V, when you're up-tiered, it doesn't quite measure up. The maps get significantly larger and you begin to face opposition that is as fleet footed (or faster) than you are. Still, like with Nagato, Cesare's 27 knot top speed is sufficient at tier VII though not especially quick. It pays to be a little more cautious because of it. One of the most satisfying elements of Cesare's speed and agility is that she is all but immune to torpedo attack form tier IV and V aircraft carriers, provided you keep your wits about you. Turning radius difference between Giulio Cesare (left) and Kongo (middle), and Warspite (right) using navigational buoys on the Ocean map as markers. One frame = approximately 3.0s. DurabilityHit Points: 45,500Maximum Citadel Protection: 250mm +24mm turtleback + 40mm Min Bow & Deck Armour: 19mm Torpedo Damage Reduction: 19% All of Cesare's speed comes at a price. She doesn't have a lot of hit points, for one. This in turn means that her Repair Party consumable isn't terribly impressive, healing back a maximum of 6,370hp per charge. For another, she's almost sufficiently protected, but there are significant problems with her armor scheme. First and foremost, there is no avoiding Cesare's most crippling flaw: Her citadel sits high over the waterline, stretching from in front of B turret to all of the way back behind X turret. Her citadel continues, submerged, beneath A and Y turrets. She doesn't have good armour protection around her citadel either -- not with how high it stands. The maximum citadel protection she receives is a bit of an illusion as her citadel sits so high that her turtleback will not always come into play -- nor will her thickest belt armour which is also submerged. Often, Cesare is forced to try and protect her machine spaces with as little as a 130mm upper belt armor and a 40mm citadel wall which doesn't stand up to punishment, even at very long ranges. If you give up this ship's side, you can expect to take citadel damage as a matter of course. Bow on, the story changes. While she has an extended belt armour which helps her face tank some shells, there's still a large section of 19mm worth of armor that can be overmatched directly head on. However, she is unlikely to take citadel hits from this angle as there's an interior 85mm armoured "beak" inside the bow to help deflect shells away from her magazines and barbettes. This wedge is a mixed blessing. While it does largely prevent citadel hits, it also upgrades many hits that would simply be overpenetrations into penetrating hits instead. So while it's unlikely for Cesare to take catastrophic hits when sailing directly bow onto an enemy, she'll still take large damaging hits as a matter of course. Cesare's extended belt armour covers her entire waterline to the rear, however, making her surprisingly tanky on the retreat. Just make sure you're aware of her worse gun fire angles when shooting over the shoulder so as to avoid giving up too much side when firing A and B turrets. Given these deficiencies in her armour scheme, it's best to take on a 15º to 20º angle towards enemies either on the attack or retreat to maximize the protection provided by your belt. Use her excellent agility to bait and dodge shells while unmasking your guns to return fire. Her agility should not be underestimated. Speed and camouflage will be your best defense in gunnery duels. Oh, and you can forget about Cesare having good protection against torpedoes. They hurt more than being stabbed twenty-three times. Concealment & Camouflage Base Surface Detection Range: 13.68km Air Detection Range: 9.42km Minimum Surface Detection Range: 11.41km Detection Range When Firing in Smoke: 10.86km Main Battery Firing Range: 16.37km Surface Detection Rank within Tier: Tied for first with Oktyabrskaya Revolutsiya Surface Detection Rank within Matchmaking: Tied for fourth with Oktyabrskaya Revolutsiya Giulio Cesare is incredibly stealthy for a battleship. When she's top tier, the only ships that have better potential concealment are rare premiums, Nikolai I and Arkansas Beta. When she's bottom tier, the closest tier VI ships are New Mexico and Warspite with Cesare enjoying a 400m advantage. The closest tier VII is King George V with Cesare enjoying a 700m advantage. Combining her great handling and top speed, Cesare can dictate engagement ranges when fighting other battleships, which is a good thing. She will be uptiered often and this measure of control makes such matches far more comfortable than they would be otherwise. Silencing her guns and turning tail will allow you to disengage from unfavourable encounters. This goes a long way towards increasing her survivability. This is especially important given how blind she is. Cesare suffers like many battleships do that lack float plane fighters or some gimmicky consumable like Hydroacoustic Search. When forced to do her own spotting, she's groping in the dark which makes spits of land all the more dangerous and dealing with enemy destroyers far more challenging. It's worth noting just how small Giulio Cesare is. Even Duca d'Aosta, a light cruiser, is longer than the new battleship. She has a comparable length to the short and squat (and very cute) USS Texas but with even better concealment values. Anti-Aircraft Defense AA Battery Calibers: 100mm / 37mm / 20mmAA Umbrella Ranges: 4.0km / 3.5km / 2.0kmAA DPS per Aura: 26 / 70 / 27 Planes are a problem for Giulio Cesare. For one thing, they have a nasty habit of negating Cesare's impressive surface detection range. For another, they like to drop explody things that make me have a sad. As mentioned previously, Cesare's agility will largely keep you safe from munitions from tier IV and V carriers so long as you keep a wary eye out. Cross drops from an expertly played Zuiho can still cause issues. Her anti-aircraft armament isn't terrible, but it's not good. At best you could say that she doesn't have the worst AA power among battleships of her tier. Her large caliber guns are hamstrung by a 4.0km aura. For much of the playtesting period, I used AA Guns Modification 2 to help compensate for this (mostly because Aiming Systems Mod 1 was not available to testers) and this provided her with enough teeth to shoot down two or three aircraft from same or lower tier carriers per attack run. When facing higher tiered planes, killing one plane was a victory. Killing two was a triumph. So keep an eye on the skies. You'll need to manoeuvre to avoid attack and that can leave you open to incoming fire. Be sure to evaluate threats appropriately. How to Train your Publius Crassus Your first ten skill points in Giulio Cesare are rather standard for a stealthy battleship. Start with Priority Target. For those players comfortable with their situational awareness, this can be swapped for Preventative Maintenance or Expert Loader. At the next tier, take Expert Marksman. You're going to be throwing Cesare about often in heavy manoeuvres. Her turrets can barely keep up with her maximum rotation rate and this will help get your guns back on target. Superintendent is your best purchase next to give you an extra charge of your Repair Party. And finally, take Concealment Expert at top tier to drop your surface detection range down to 11.4km. This will help you control fights, especially when you're bottom tier in the Matchmaker. The current meta will reward you best for taking survivability based skills after this. Fire Prevention (4) and Basics of Survivability (3), should all be considered high value skills. Fire damage is especially prevalent at lower tiers. For the remaining two points, Adrenaline Rush (2) is your best investment. If you're especially salty about aircraft and want to feel like a big fish in a small pond, you can build for AA-power with Advanced Fire Training (4) and Basic Fire Training (3) instead. Combined with AA Guns Modification 2, this will give you a rather healthy flak umbrella that will make tier IV and V carriers rather salty when they engage you. However, be advised this build is not only sub-optimal, it's all but useless when facing tier VI and VII carriers. Cool battleships don't look at exploding aircraft. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Giulio Cesare has one lesson to teach novice players -- don't show your sides. Beyond that, she's not a terribly complicated ships, with very forgiving attributes. She's agile enough to respond to belatedly addressed threats. Her AP and HE shells are both competitive even when the wrong ammunition choice for a task is selected. She's not so fast that you will easily outstrip your support. Skill Ceiling: Low / Moderate / High / Extreme Veterans will love her concealment value, agility and speed while celebrating the punishing hitting power of her guns. If she wasn't blind, she would be the perfect mid-tier battleship. She presents an interesting challenge on how best to maximize her armour and what few hit points she has. Mouse's Summary: 1.9 sigma, good muzzle velocity and her gun layout makes her feel more accurate than her dispersion stats would otherwise indicate. She does not stand up well to abuse. She's got enough armour to shrug off a few hits but under concerted fire, she's not going to last very long. Make sure the things that are shooting at you die painful deaths. Fast, agile, stealthy. She hates planes. She also hates torpedoes. Giulio Cesare had an interesting development cycle. Her first iteration was disgustingly overpowered with the ship enjoying the same horizontal dispersion value as Japanese Heavy Cruisers (!) with a 1.5 sigma value. The second iteration was the ship we see now but without the Aiming System Modification 1 upgrade which is what this review is based upon. As I write this, I haven't had a chance to play her with the accuracy increase and I'm very much looking forward to that. It's only going to make playing her more fun. Giulio Cesare is a battleship that rewards good gunnery and awareness skills -- so much so that I honestly believe she might be just a little overpowered but I'm on the fence. This ship is going to spit so much damage so regularly, that I anticipate she's going to end up near the top of the pile on the damage meters. The only thing that will hold her back is her survivability and that's not nearly as bad as some may be dreading. Overall, she's a very powerful ship in the right hands. What I found worked best was keeping engagement distances out to about 10km to 12km and holding it there. This let Cesare's guns land hits regularly while still giving her enough time to angle or avoid incoming fire. Against more serious threats like the Scharnhorst-class battleships, extending this range to 14km helped, as well as switching ammunition based on the opportunities provided. Cesare feels a bit idiot proof in that you can spam HE and get good numbers. I found myself leaning upon this ammunition a little more than perhaps I should have. As a consequence, this lead to more than a few detonations of enemy vessels -- a total of five out of forty-six games played. This number shouldn't be considered anomalous -- any battleship that spams HE at soft targets like cruisers and destroyers could get similar results provided they can land the hits in the vicinity of the ammunition lockers. Cesare was uniquely suited to this with not only her improved accuracy but also her speed which let me get her into positions to hammer these softer targets early on in a match. Much will be made of Cesare being a tier V battleship and suffering the ills of the current Matchmaking. This is a battleship that up-tiers very well -- at least provided there are no aircraft carriers present. In pure gunship fights, she has all of the tools necessary to contend with these larger vessels. I did not feel horribly disadvantaged facing a Colorado, Nagato or King George V. It was a challenge facing these ships, to be sure, but it wasn't a forgone conclusion like it might be had I been sailing a New York or König. When Cesare is top tier, it's really not very fair. There are only a few ships to give me pause in such match-ups. A well played Hosho, Kamikaze or Oktyabrskaya Revolutsiya might make me play a little more cautiously, but Cesare provides so many advantages it's hard not to feel confident when Matchmaker spat me out into such a game. Like the French cruiser, De Grasse, Giulio Cesare surprised me with how much fun she was to play. This is a ship I will be happily revisiting in my spare time when I can get her on my personal account. Would I Recommend? Well, I want her... PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Giulio Cesare is a real bully in PVE battles. Her operational costs are 11,500 to repair and typical ammunition costs amounting to this value again. This is an easy sum to recover in Co-Op. I highly recommend her for players that enjoy battering bots. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Giulio Cesare is a monster in Random Battles. She's got all of the tools needed to carry the day here. She's an easy recommendation for battleship lovers. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. I'm torn here and I think I would give her a pass. Giulio Cesare thrives in the chaos of a disorganized melee of Random or Co-Op battles. In the more structured (and often static) environment of a competitive arena, she may not fare as well where fire is often quite focused and manoeuvre plays second fiddle to hugging islands and concealment. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Giulio Cesare is one of the few battleships in WWII to have engaged in surface action against other battleships -- namely, HMS Warspite. For that reason alone (and her association with my favourite bae-bote), she gets a nod here, especially for those that like to recreate historical engagements in training rooms. For Fun Factor: Bottom line: Is the ship fun to play? Very yes. I had a lot of fun playing this ship. It reminded me of the good ol' days of playing Kongo back in Beta. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  13. Kunra_1

    USS Wisconsin (BB-64)

    I would love to see the Wisconsin in the game some how since it served all the way until 1991 and was commissioned back in 1943 on the second anniversary of the raid on pearl harbor. WisKy was involved in WW2, the Korean War (my grandfather served in the army), and the Gulf War/OP Desert Storm. She now rests in Norfolk Virginia at the Nauticus Museum where I've been able to visit her throughout my childhood. I'm actually taking my son there when we go up to visit family here soon for his first time since he was two. I love walking across her deck and imagining what it must have been like to feel thoughs 410mm go off. She is an absolutely beautiful ship and is very well maintained she looks brand new, that's crazy for how old she. When you visit her some of the vets that served on her are usually onboard and can tell you some of their stories. I would love to be able to command an actual ship that I've seen, been aboard in person in the game and I feel she deserves to be in WOWS for her honorable service and as an appreciation to our service Men and women, maybe some of the proceeds could go towards a number of local charities for military families in Virginia.
  14. I'm a newbie and I've read forums and Wiki for information, but I have a strategy question I haven't found information on. Currently I have the Wyoming and my Commander has PM and EM. I have two points right now and am about 10k experience from 3rd point. And I've just started to use the signals and camouflage I've received, so the Commander exp is going up very fast now. Would you recommend that I use those 2 points now for something like AR, or is it better to save them and get a 3 point skill like SI, BFT etc. first? Or even save them until I get 4 points and do that one first? Just wondering what a typical strategy is. Also, I know the most useful skills likely change as the tiers increase. If I don't want to spend money redistributing skills every other tank, is there a standard build that you recommend that will work at the higher tiers? I'd rather sacrifice one or two skills at the lower tiers if they'll be good in the future. Then when my daughter is out of college and my wife relaxes, I can redistribute like crazy, lol. Thanks
  15. Hi I just want everyone's opinion about the current state of HE spamming and fire. IMO, HE right now is way too powerful, especially those with the capability to penetrate 32mm of armor. Not only they can do super high alpha salvo (Cleveland, Worcester and many more can consistently do 5k dmg per salvo), they can also cause fires. Personally, I would like to see a change to IFHE: Keep the penetration buff but reduce the chance of setting fire by 80% (just putting a number on it). Also, instead of the fires doing direct dmg to the HP pool, they should have dmg saturation like all other types of dmg. A ship would be separated into 4 pieces for fire dmg, and after a certain amount of fire dmg, you won't take dmg anymore to that part of the ship from fire. These are only my opinions and I would like to know what you guys think about this "problem" .
  16. West Virginia is a slow brick with the biggest, baddest guns you're likely to find this side of tier VI -- at least until the upcoming Russian battleship tech tree. I want to thank Wargaming for providing me access to this ship. This is the release version of the vessel and all of the statistics discussed here are current as of November 30th, 2018. Be aware that Prinz Eitel Friedrich's statistics discussed in this article are still a Work in Progress and are subject to change. PROS Armed with 406mm guns with excellent damage, penetration and overmatch ability. That's it. That's all she's got. No, I'm not making this up. That one "Pro" is the reason that decides if you want this ship or not. CONS Small hit point pool of 50,200hp. Highly vulnerable to HE spam. Very slow and no improved energy preservation while turning. Bad anti-aircraft defense. Large surface detection range of 16.4km base. Overview Skill Floor: SIMPLE / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Standard-type battleships are some of the simplest ships to play in World of Warships. West Virginia 1941 (WV41) makes this even easier by all but eliminating complicated decision-making for novice players. She's too slow to flex once she's committed to an engagement. Her AP shells are so good that you don't need to consider changing ammo types. She's going to get her bows overmatched by most of the battleships you'll face so don't worry too much about manoeuvres. You're also a ready victim of aircraft attack, so why bother stressing about it? Yep, dirt simple. Of course if you want to try-hard WV41 will reward you for it. She's got enough belt armour and agility to tank effectively. Her gunnery is wonderful so picking the right targets pays off huge. While she is slow, if you fancy yourself a master strategist then knowing just how and where you need to go to have the most influence will make all the difference. – One of, if not the worst at its tier. This is a pronounced weakness. – Middle of the pack at its tier. Not terrible, but not terribly good either. – Has a significant advantage over her tier mates. A solid, competitive performer. – No other ship at its tier does this as well as this ship. Her main battery guns are the about her. Her handling and anti-aircraft firepower are just plain . Her defense and concealment are passable, earning a rating. Options The only thing of note with WV41's options are her two camouflage patterns. Consumables WV41's Damage Control Party is standard for an American battleship. This has unlimited charges, a 20 second active period and a 120s / 80s reset timer. Her Repair Party is also standard, healing back up to 14% of her health over 28 seconds. This has a 120s / 80s reset timer. Finally, she has a Spotter Aircraft. There's nothing unusual here, with a 100s active period and a 360s / 240s reset timer. It starts with 3 base charges. Upgrades We're looking at the usual suspects for mid-tier American battleships with the exception of any anti-aircraft modifications. Like Arizona, WV41 doesn't have the AA power worth upgrading. Start with Main Armaments Modification 1. Next, take Damage Control Modification 1. Fires are a big concern for USN Battleships. After that, it's Artillery Plotting Room Modification 1. This will get your main battery range up from 16.06km to 18.63km. For your last slot, Damage Control Modification 2 is optimal for helping mitigate Fire damage. However, if you prefer, you can take Steering Gears Modification 2 to help with her sluggish handling. It's not going to do much, but every bit helps. Camouflage By default, WV41 1941 comes with Type 10 Camouflage. Alternatively, you can purchase W. Virginia 1941 as a cosmetic swap for 3,000 doubloons. Both types have identical bonuses, providing: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. The big difference is how they sound. Yes, the W. Virginia 1941 camouflage has a custom horn! http://shipcomrade.com/wordpress/wp-content/uploads/2018/11/West_Virginia_shiphorn_2.wav WV41's default camouflage pattern can be swapped for an alternative palette for those who have completed the second-medals section of the American Cruisers Collection. This changes the blue disruption pattern to a pale grey. For 3,000 doubloons, you can unlock the W. Virginia 1941 camouflage in red and brown. While this has the same economic bonuses, you do get a cute horn to toot Firepower Main Battery: Eight 406mm/45s in 4x2 turrets in an A-B-X-Y superfiring configuration Secondary Battery: Eight 127mm/25s on the deck and and Ten 127mm/51 mounted in casemates. Right, West Viginia 1941's main battery guns are the only good thing about this ship. I'm going to avoid doing Wargaming's hype-job for them by gushing overmuch about how good these guns are. This said, WV41's guns are easily the best battleship-caliber weapons available at tier VI. They're so good you're going to pay for it in almost every other facet of this vessel. If what we go over here in her Firepower section doesn't wow you, then this isn't a ship worth paying for. The Unnecessary I don't want to waste too much time on WV41's secondaries. There's not much going for them. They have a 4km range. They reload in 4.5 seconds. She fires a maximum of four guns (not turrets -- guns) per side. There's no potential here. Obligatory, ugly stats-dump. One of these days, I'll figure out a way to make this look pretty. Sorry, Mutsu WV41 is armed with the same naval rifles as Colorado at tier VII -- and here they are shoe-horned in a full tier lower. She inherits these weapons in full, and not having to suffer with inferior ammunition choices. The few differences summarize to the following: Main Battery Range - Colorado has 2.77km more base reach with her main battery for 18.83km vs 16.06km (or 21.84km vs 18.63km with upgrades). Sigma - Colorado has 0.1 sigma more than WV41 for 1.90 versus 1.80. Standard dispersion test. 180 AP shells fired at 15km at a stationary Fuso without camouflage. Colorado and WV41 have identical dispersion areas -- the only difference is how often shells cluster towards the center of your aiming point (as determined by sigma). Warspite, equipped with Aiming Systems Modification 1 has been included as she represents the gold-standard of what precision looks like among battleships at this tier. Penetrate All the Things With WV41's precision and dispersion being considered "average", her guns need to make up some ground to make this vessel worthwhile. Where she does this is in her penetration power. This she has in spades. WV41 has the best AP penetration among tier VI battleships, hands-down. With more than 450mm worth of penetration at 18km, she has enough to penetrate broadside battleship belt armour of anything she might face. Furthermore, the large-caliber of her shells allows her to overmatch 27mm worth of hull plating. WV41 will punish any cruiser within her matchmaking spread while also being able to do the same to tier VI and VII battleships, regardless of angling. This just leaves tier VIII battleships able to bow-tank her. In answer to this, WV41 must reach for her HE shells. She has no special quirks with her HE shells, so use them only when needed. They have 67mm worth of penetration which is more than enough to bruise any opponents pulling off these shenanigans. Unlike other tier VI battleships, WV41 is far less reliant on HE shells than most, so having only mediocre shells here isn't a drawback. Provided you aim well and dispersion doesn't troll you, WV41's AP shells have more than enough penetration to handle almost any target you might face. Let's take a look at some of the raw stats: These are the top 5 battleships at tier VI for AP penetration as of patch 0.7.11. Penetration values are approximate and courtesy of proships.ru (link in the Appendix -- give them some love). Generally speaking, battleships at this tier are forced to choose between having good penetration or the ability to overmatch. WV41 is unique at tier VI for having both. Go figure, bigger shells hit harder. WV41 tops the charts on a per-shell damage basis at tier VI, with one of her hits dealing 18% to 20% more damage than a comparable 356mm shell. This number is important to keep in mind when you account for potential damage output. WV41's precision, penetration and overmatch mechanics make individual damaging hits more likely in many (but not all) situations compared to her peers. They're not God-Tier Good as WV41's guns are, they're far from perfect As any veteran Roma commander will tell you: There's such a thing as too much penetration. It's possible to blow clean through the machine spaces of some cruisers without causing a citadel hit. Thankfully, this is largely limited to point-blank range engagements against the lightest armoured cruisers. WV41 doesn't couple of her enormous penetration levels with high muzzle velocity. Where they're really lacking, in my opinion, is reach. I don't think it's too much of a spoiler to tell you this early that mounting such potential on a standard-type hull is going to cause issues and she struggles to keep up with the flow of battle. WV41's fire angles are only alright. You have to expose a fair bit of side to get her full salvos off. This isn't too bad when she's top-tier. However, when she's at the bottom of the pile, the enormous levels of penetration present makes a mockery of your belt at anything but near autobounce-angles. This problem with being bottom tier compounds with her range. Again, it's perfectly acceptable when she's top-tier, but the large maps she has to navigate when she's facing tier VIIs and tier VIIIs makes me wish she had closer to Colorado-levels of reach. Finally, the last fly in the ointment is this: She only has eight guns. You really need to maximize the opportunities provided by your high-penetration and overmatch potential to make your advantages count. If you're facing opponents that are constantly sailing broadside at medium-close ranges, you would have been better served with a larger battery of smaller-caliber weapons. WV41's theoretical damage output isn't bad at all for an eight-gun warship at tier VI. It's considerably better when you factor in the gimmicks that make dealing said damage easier -- namely her high penetration and her overmatch potential. WV41 has to rely on said advantages to differentiate herself from the twelve-gun heavy hitters which use volume of fire to make something stick. Most of these suffer from 1.60 sigma or less which makes any pretense of precision dubious. WV41's fire arcs are average and on the poor side of average at that, especially when kiting. Her gun handling benefits greatly from Expert Marksman if you have the skill points to spare. You don't need it, but you'll want it. Summary Her guns deliver heavy damage, but they're not flashy. Their big deal is that they penetrate all of the things. Her secondaries suck, but no one's surprised. Evaluation: What would have to happen to DOWNGRADE to : Worse sigma, a longer reload, slower gun traverse, etc. Defense Hit Points: 50,200 Min Bow & Deck Armour: 25mm Maximum Citadel Protection: 343mm belt + 45mm citadel wall Torpedo Damage Reduction: 22% I told you: You're going to pay a lot of concessions to have 406mm main battery guns on a tier VI ship. This is the first of many areas where WV41 only manages to be so-so. An Aside about HE Damage Mitigation At tier VI, Fuso here is the gold standard for HE resistance, ticking all five five boxes including a fully reinforced main deck and upper hull. This gives her the best chance of shattering and absorbing HE spam from most CLs, CAs and DDs. Note that on the whole, these bonuses only provide some small amount of protection. Cleveland is still going to melt your face off. Let's talk a minute about HE damage mitigation from cruisers and destroyers. In general, there are five components to look for when evaluating how well protected a battleship is against small and medium caliber HE. The idea is that a ship has either spaced-compartments to absorb the shot or she has heavier armour than normal in a given place. This reduces the surface area where HE shells can land a damaging hit. Extended Waterline Belts must be above the surface to have any value, reducing the amount of target area on the bow and stern. These are typically found on German and lower tiered battleships. Imperator Nikolai I stands out in this regard. An Anti-Torpedo Bulge can have some merit provided it extends upwards to cover parts of the hull that would otherwise be vulnerable. The Queen Elizabeth-class are a great example of this, with bulges that extend forward far enough to help protect part of their bow. Armoured Bridge help foil HE shells from otherwise damaging your super-squishy superstructure. They typically have armour as thick as (or thicker than) the ship's belt which is a no-no for all calibers of HE. Reinforced Hulls and Reinforced Decks come with three distinctions -- no mitigation, partial mitigation and full mitigation. No mitigation speaks for itself. The plating is no thicker than the extremities and cruisers will hoover up damage here for days. Partial is thick enough to repulse some small and medium caliber HE shells, typically those of destroyers. Full mitigation will repulse 152mm shells buffed with IFHE or even some heavy cruiser shells. Note that some ships will only have a small part of their main deck reinforced -- pay close attention to the amount of area covered. The Bismarck-class is a good example of this. The Colorado-class relies on raw armour thickness to repel AP shells. Not much of her plate has any appreciable angle which would further increase its relative thickness. So while her 343mm belt looks solid, you'd get more mileage out of the sloped belts of some of the later USN battleships like the South Dakota, North Carolina and Iowa-class battleships which have better protection for comparable thickness. Given her 25mm extremities and deck plating, WV41 is dangerously vulnerable to AP overmatch mechanics from 380mm guns or larger and most HE shells she'll face. Armour Protection WV41's protection scheme is alright if only just. She relies on raw armour thickness to carry the day and there are glaring holes in her defenses which are easy to exploit. Her 25mm extremities and deck are vulnerable to overmatch mechanics and HE spam. She has poor anti-torpedo defense and no spaced armour around her belt. Her internal citadel wall is only a third as thick as the other standard-types at her tier. Finally, she has one of the lowest health pools at tier VI, barely scraping together 50,000 hit points. There are two reasons WV41's durability is considered adequate and the first isn't exactly flattering. The protection schemes of a lot of the tier VI battleships are found wanting. The other two standard-types are the only ones that could claim to have decent anti-torpedo protection, for example. Vulnerability to overmatch mechanics and HE is a chronic problem at this tier, with only a few ships boasting sections of upper hull or deck greater than 25mm. The list of problems among tier VI super-dreadnoughts goes on, with citadel height, hit point disparity and module vulnerability all plaguing ships to various degrees. So at least WV41's in good company. WV41's second saving grace is that her belt and citadel armour is good enough. When top-tier and with a bit of range or angling, she can avoid the worst from incoming AP shells. The high penetration of her own guns means that her opponent's protection scheme matters much less. If it comes to outlasting tier VI and VII opponents, WV41's defense is sufficient unto the task, allowing you to trade fire effectively. It falls apart against tier VIIIs, though. With her low hit point total, WV41 is second-to-last for effective HP among her peers. This is yet another way WV41 pays for those awesome guns and the cost is getting pretty steep. According to the Devs, WV41 (like other USN Premiums) is NOT slated to get the proposed Repair Party Buff coming to the American battleship line. I predict they'll rescind this statement. Repair Party You can't talk about American battleships without talking about this consumable. The lead of WV41's class, Colorado, has an improved Repair Party that heals back 18.48% of her health over 28 seconds instead of 14%. The entirety line of researched American battleships is getting said buff if the Work in Progress changes go through. The premium battleships are not, WV41 included. In this way, WV41 is being "Mutsu'd". While the Japanese premium was gutted by her poor shells, WV41 really feels the lack of Colorado's regeneration. Her hit point pool feels even smaller without it, and it's already pretty small. To put it another way, I was genuinely shocked when Wargaming told me that WV41 was not currently slated to be getting her Repair Party buffed in 0.7.12. It feels out-of-place. If she does eventually get it, it will be a welcome addition. Summary: Her armour is "okay". Her hit point total is not. Her anti-torpedo protection is unsightly compared to the other standard-types. Overmatch and HE are your bane. Evaluation: What it would have needed to be : New Mexico's new Repair Party. Agility Top Speed: 21 knots Port Turning Radius: 670m Rudder Shift Time: 13.7 seconds 4/4 Engine Speed Turning Rate: 3.6º/s WV41 chasing Colorado in a turning radius test. You'll note how the gif "pops" as WV reaches the 9 o'clock position and skips to the 6 o'clock position while Colorado's circle is complete. She's that much slower than Colorado. This test confirmed WV41's port-stats as accurate. However, it did provide proof that Colorado doesn't turn as well as advertised. The lead-ship has a 710m turning radius, not 640m, so WV41 has a slight leg up there. Standard-type battleships are notoriously slow. WV41 somehow manages to be even slower. Yes, really. Wargaming has artificially boosted the engine power of some of the American battleships in a similar way to Royal Navy cruisers and destroyers. For normal battleships, they lose up to 25% of their maximum speed while under manoeuvres. Thus, a 30 knot battleship will drop down to about 22.5 knots in a sustained turn. New Mexico and Colorado both lose less speed in a turn than they should -- much less in Colorado's case; a mere 9%. Not so WV41. WV41 is entirely normal when it comes to manoeuvrability penalties, joining Arizona in this sorry-state. Thus WV41's 21.1 knot top speed falls down to 15.9 knots in a turn. Unless you're sailing in a perfectly straight line, this ship struggles to maintain 18 knots with any consistency. Unlike Arizona, WV41 has a larger turning radius of 670m instead of 640m. The combination of this slow speed and larger turning radius makes WV41 positively glacial when it comes to her rate of turn and arguably the worst-handling of any of the American battleships in the game. The gone ray of sunshine is that she can't out turn her turrets. So yay? So WV41 isn't getting anywhere fast. You can be fatalistic or proactive with this. The former is pretty brainless -- you're not fast enough to flex, so pick a path and accept whatever happens beyond your range as being outside of your control. Blame teams for your losses and decry WV41 as a trashbote because of it. The latter means work -- a lot of work. Develop your situational awareness. Keep a ready eye on the minimap and have a keen sense of predicting the flow of battle. Flex well in advance and give yourself time to intercept key threats. It's exhausting but you can work around this deficiency. The larger the map, the more work this is -- perhaps more work than it's worth. Summary Blame Lert for inspiring this image. Evaluation: What it would have needed to be : She's the worst of the worst here. It would take a lot to redeem her. She'd need a turning radius smaller than 640m or better energy preservation in a turn to overtake Arizona. That still wouldn't improve her standing. Anti-Aircraft Defense AA Gun Calibers: 127mm/ 76.2mm / 12.7mm AA Aura Ranges: 4.2km / 3.5km / 1.2km AA DPS per Aura: 58.4 / 11.2 / 30.4 There's more bad news here. WV41's AA power sucks. It's worse than Arizona's, it's that bad. Do I need to elaborate more than that? What's this nonsense? "Effective AA DPS"? On the eve of the Aircraft Carrier rework, stressing over current AA mechanics just isn't worth while. Be glad WV41 isn't being sold on the premise that she has good AA. That might end up not meaning much in a few short months. This chart shows the relative power level of given AA armaments based on not only the amount of damage their mounts put out but also how far they can reach to keep enemy planes under fire. Thus ships which concentrate their firepower into long-range will get a higher rating than one that focuses on medium or short. Evaluation: What it would have needed to be : Technically she deserves a "" at least going by the metric that she's not the worst or second worst at her tier. However, AA power at tier VI is almost across the board with only a few battleships that have enough to give any CV pause. I'm not pulling any punches here. Refrigerator Base Surface Detection: 16.42km Air Detection Range: 14.68km Minimum Surface Detection Range: 13.70km Detection Range when Firing in Smoke: 15.9km Main Battery Firing Range: 16.06km (18.63km with APRM1) While it cannot be accurately said that WV41 pays for the power of her guns with a lack of concealment, this definitely isn't one of her strong points. Her concealment is on the bad side of average, sitting just above Dunkerque and Mutsu by 500m, but well behind just about everything else. A full stealth build is highly recommended -- use and abuse what little ability to hide that she has. Evaluation: What it would have needed to be : Losing two or three kilometers off her surface detection range. Taking Me Home WV41's skill choices are stupidly easy. With no real anti-aircraft firepower worth upgrading and secondaries that may as well shoot spit balls instead of HE shells, that just leaves a survivability build as the only real option here. Start with Priority Target. If you prefer, you can take Preventative Maintenance instead, but it's not optimal. Adrenaline Rush is your second skill choice. Take Basics of Survivability next. Finally, to round out your 10th skill point, choose between Fire Prevention and Concealment Expert. You'll be taking both, so the order is up to you. You'll take the other one for your 14th point. At 17pts you should take Superintendent. Note, if WV41 had the buffed Repair Party the other USN Battleships will be getting, you'd take this before Basics of Survivability and the two skills would trade places in order of priority. Oh well. And finally, round things off with Expert Marksman. If you prefer, you can take Jack of All Trades or High Alert instead. Final Evaluation Unless a ship is particularly novel, I'm not a fan of having to put in extra work to get a ship to perform. West Virginia 1941 is one such vessel. Her guns truly are phenomenal at tier VI. The rest of her, though? Well, it's all poor-to-average at best. There's a trap in such an evaluation though -- just because something measures up 'okay' compared to what else is out there, it doesn't necessarily mean that it's 'okay' on the whole. WV41's concealment is a good example of this. For a tier VI battleship, it's decidedly average. In order to be functionally competitive based on everything else, it's woefully inadequate. The same could be said for her AA power and agility. A case could even be made that her durability is similarly lacking. Those awesome guns have cost her dear. Her firepower up-tiers well even if the rest of her does not. WV41's weaknesses are scarcely noticeable when she's facing tier V and VI ships. This is largely owing to map sizes being so much more comfortable to her 'stately' waddle and modest range. Top-tier, she's truly a monster and you can really feel that this is what she was balanced for. She's on the tipping edge of being too powerful to be a tier VI ship. She's a solid contender for Ranked Battles. If Wargaming were to buff her with Colorado's agility and New Mexico's upcoming Repair Party improvements, she'll give Warspite a run for her money as the best choice in this limited competitive scene. The Random Battles queue won't let you play as top-tier all the time, however, so you have to contend with how WV41 stacks up against higher-tiered opponents. Provided you can get in range with her guns and not get focused, she performs well. The challenge, which is darn well near insurmountable at times, is getting into firing position, keeping up with the flow of battle, and being able to disengage when things get too hot. WV41 compounds the problems facing the Colorado-class as a whole by exaggerating the weaknesses that defined the class. Colorado is slow. WV41 is slower. Colorado isn't very durable. WV41 is weaker still. Colorado isn't flexible. WV41 is even shorter ranged. If a situation makes Colorado struggle, then WV41 founders. I'm not going to tell you this is a good ship. It isn't. I will tell you that her guns are good -- excellent, even. They're unfortunately mounted on an interwar, standard-type hull. In my opinion, the ship's worth playing for her guns alone. However, I wouldn't go so far as to say that the experience of firing her guns is worth paying for. My opinion here will probably change if she gets some small improvements, like that Repair Party buff. Would I Recommend? It's maybe a little presumptuous of me to say, but this isn't the ship that anyone asked for. Almost universally, if someone wanted West Virginia to show up in World of Warships, they wanted to see her late-war rebuild. Her story is a compelling one. She is a phoenix that rose from the ashes of Pearl Harbor and went on to avenge not only herself, but the United States Navy too. On top of that, her late war build is so much more interesting in terms of game play. What-if debates have gone back and forth on what tier she would end up and with what gimmicks to make her competitive. I don't think we'll see West Virginia 1944 anytime soon, though. If Wargaming rushed, they could have her out sometime in 2019, but I just don't think she's high priority. After all, they have West Virginia 1941 to sell. West Virginia 1945's anti-aircraft armament. My body is ready. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes for Co-Op, no for Scenarios. WV41 excels in Co-Op. You can count on the bots to always come charging blindly at you which mitigates her weaknesses. In Scenarios, her speed and lack of AA power is a big liability. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No. While she's a beast when top-tier, it's a roll of the dice to get that kind of favourable Matchmaking. If you could guarantee it? Absolutely, she's all kinds of fun when she's kicking in the teeth of her contemporaries. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. Oh look, guaranteed top-tier Matchmaking. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. No. I'm waiting for West Virginia 1944. For Fun Factor: Bottom line: Is the ship fun to play? Yes, surprisingly. I enjoyed playing WV41. I do love my standard-type battleships. What’s the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage – Meh – Gud – Overpowered? GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it! In Conclusion My goodness, I managed to get a review out on time over the holidays! That's one at least. The next ship to be reviewed is Bourgogne, the tier X French Battleship. I wasn't going to prioritize her initially, but news of Wargaming giving players the opportunity to acquire Steel outside of Ranked and Clan Battles has bumped her up my list. Hopefully I'll have her review out by this time next week. Dreadnought and Charleston remain in my backlog. Prinz Eitel Friedrich looks very close to being released too, so stay tuned! Appendix Armour penetration data was pulled from: http://proships.ru/stat/ships/
  17. Korn_Bread

    Deplorable Potatoes

    Hello possible member! Thank you for showing interest in Deplorable Potatoes. We are a causalish that is about more than World of Warships. We are about "family", an online gaming family. We play all sorts of games together not just Warships, this is just the primary one. We don't look at stats other than amount of battles, and we do not require a tier 10...There are almost no requirements to join! What we do require is: 100 Battles minimum (Only stat requirement) Have a Microphone Be Social Be Respectful Be Active Having a microphone and being social is what makes clan play fun and enjoyable. What's the point of being in a clan and playing with people if you can't talk to each other? Being respectful is just a part of being a human being. To be in any clan you have to be active, however, life happens. Just let people know if you have to take a break or if something comes up. If you're interested join our discord and talk to us! 
  18. Skygunner

    AG-17, Ex-USS Wyoming

    A highly unique ship and one that I feel would make a wonderful addition to the US line be it regular or premium. AG-17 or as it will hence forth be known, USS Wyoming -Wyoming in her final refit as a Battleship History Abridged After its role as a battleship was over, Wyoming gained a new lease on life as a gunnery training ship, when the threat of air attacks grew greater and greater, she was converted once more with a large number of anti-aircraft weapons operated by the USN to train new sailors on how to shoot down aircraft, a skill that would be invaluable against the Japanese. She stayed in the Chesapeake bay, heavily modified and training daily; when the war ended, she was laid up then scrapped. As I'm sure Wyoming will be in game in her battleship form, there is little more I can do for you other than just link you to the wiki on her. However her training ship form (sometimes listed as AA-trainer, other times Kamikaze Trainer) I will elaborate on. When converted she also had all of her side armour removed, this includes both anti-torpedo bulges and belt armour. Her deck became filled with many different types of AA weapons that were used on just about all ships in the USN, so regardless of weather the trainee was to serve on USS Iowa or an armed cargo ship, they would be able to train. Apart from the weapons, AG-17 also had all of the FCS, and electronics to operate said weapons. Again, the purpose of the ship was efficient training for front line warships, ergo she had the offensive capabilities of one. *Note I have no armour diagrams currently of Wyoming or AG-17 and will update as soon as I can find a scan. AG-17 Displacement : ~26,000 tons Speed : 21 Knots Armour: Deks: 3in CT: 11.5in Armament: (Note that Armament had minor changes frequently, only the l3in and 5in guns were kepth thoughout) 10 (4 x 2, 2x1) - 5in/38 DP 4 x 1 -3in/50 DP 12 (1 x 4, 3 x 2, 2x1) - 40mm Bofors 8 x 1 -20mm Oerlikon The following are unverifyed in my sources but stated in others. 4 x 1 - 5in/25 DP (appear in photo) 2 Mk17 rocket launchers *The 5in/25 are likely, especially due to photo evidence, it is just unverifyed. The MK17 confuse me as I know of no weapon by this designation or that the USN was deploying ship mounted rockets in WWII. Any information appreciated For size comparison, AG-17 is on the right, the hulk of USS Idaho (New Mexico Class BB) on the left. In game I can foresee two options for it. Option A is a branch off Antiaircraft ship line. Option B is a premium ship. Most likely it'll be option B, as it was no longer a Battleship it wont take a Battleship slot for MM purposes. Likewise it's main armament (the 5in guns) are the same type that will most likely be appearing on high tier American DD's, so even though the ship is slow, it wont be alone in its armament. Premium antiaircraft Battleship, most likely rated as a cruiser or Destroyer for MM purposes. Other reasons I lean toward premium is that it is too unique to fit into any "flow" of gameplay for ship lines, it''s slow by comparison to other warships. However, would have a massive amount of hit points to counter that, and it has an acceptable amount of AA guns on it, but not as many as a proper AA DD or CL. Make no mistake, without belt and bulge armour she will be considerably more vulnerable IT is still built like a battleship and will have the HP pool of one, even if it lacks the armour, likewise it will still retain its deck and CT protection, which will help protect smaller fire.
  19. Thundering_Bush_Wookie

    The Big Guns of Noobery

    Well I don't claim to be great at this game, in fact I am a noob (not so much in World of Tanks tho) So I went out and got myself a South Carolina. Such lovely RNG tho! I picked probably the best battle I had in it (dmg wise). The slow reload on the guns is kinda a hassle but I got this idea to stagger my fire so I could fire more often. Not sure if I did things right or not but I was trying very hard!
  20. Title says just about all of it. Before French BBs came along the German battleships were more known for their secondaries, given their guns are anything but accurate. However, French battleships have made their appearance and more people are starting to get them. And when comparing the GK to the Repub there is nearly no reason to get the GK over the Repub. Hydro is the only benefit, as far as spotting torps and by the time you do with hydro active GK rudder is so poor you will most likely still eat half the torps, or close. Making Hydro almost useless. While the Repub has larger guns, a 24s reload (base), it also boasts a tighter turning circle, better rudder shift, and concealment, along with better AA guns to boot. In regards to the main battery in a 10 minute time frame, the GK can fire 248 rounds with 406mm guns, or 225 with the 420. while the Repub only fires 200 rounds. This leads back to the accuracy of the guns, and as most know. while on paper the GK has low dispersion their guns are far from accurate, due to different sigma values. The GKs at 1.8 while Repub has a 2.0 sigma. But i stated all of this to also state that French BBs have the better secondaries, that Germans used to have. Where now 150mm German secondaries only have an 8% chance to cause fire, French 127s have 9% and their 152 have 12% and longer range. The Germans maintain the shell armor pen as that is the only thing they still have going for them. But when dueling other BBs sure you get some extra damage from the rounds that do hit that far from makes up for the fire damage French BBs will get. So i request the German BBs get a buff to secondary fire chance or French gets a nerf to theirs.
  21. While it's quite early to draw final conclusions (the higher tier BBs suffer from low sample sizes, but the mid tiers are close to 50k battles), the russian battleships seem to be heavily overperforming across the board based on data from wows-numbers in which they generally tend towards a mid-50s win rate at minimum, which is high even considering the new-line-effect. Now, not everyone is used to playing against them (or playing them, for that matter), but having such high numbers right off the bat and somewhat obvious reasons for it to be so (cruiser level stealth, high and large deck armor, exceptional accuracy at most ranges, improved secondary accuracy, fast turret traverse). Win rates of 54%+ and kill/death ratios of 1.5 at the low end is alarming to say the least, especially after a month of people raising concerns. Anyone have any thoughts on how this is going to play out?
  22. I haven't played for a good year+ and recently started getting back into the game and was wanting to pick up a good BB line, I usually play cruisers. I've been looking at the Montana, Republique and Conqueror but cant decide which one I want to work for and would like some insight.
  23. So I just today bought the Massachusetts and I plan on going to a secondary build with it. I already have a 12 point captain on it. I was wondering what is everyone's opinion on a good secondary build to hopefully get it out to 11KM?
  24. LittleWhiteMouse

    Premium Ship Review: HMS Nelson

    The following is a review of HMS Nelson, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of August 14th, 2017. The Walking Dead. Quick Summary: A slow Royal Navy battleship with all of her guns mounted forward on her bow. Her repair party consumable can allow her to come back from the dead twice over. Cost: 375,000 free experience. Patch and Date Written: 0.6.9. August 10th through 14th, 2017 Closest in-Game Contemporary Imperator NIkolai I, Tier IV Russian Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Whoa, no one panic! Nelson is not the second coming of the Nikolai. She simply shares a very similar gun layout and achieves a similar state of resilience (though admittedly through different means). They also share the affliction of having a very high citadel which means they both fold like a deck of cards if someone catches their side with battleship AP. Finally, like Nikolai, Nelson's big weak spot is her bow. While the Russian battleship really only has to worry about shells punching through the upper part of her snout, Nelson's entire bow can be easily overmatched by most of her contemporaries, but this is a common affliction to all tier VII Battleships. PROs Powerful Repair Party consumable, restoring up to 40% of the ship's hit points per charge. Good armour protection versus American AP Bombs. Good 1.9 sigma value which helps tighten up her dispersion. Flexible gun layout, able to switch fire from port to starboard very quickly. Short fuse timers on her AP shells, leading to less over penetrations. Ridiculous HE performance, with 101mm of penetration, high alpha strike and a 46% chance of starting fires per shell. CONs She feels blind with no consumables to aid with spotting (plane, radar, hydro) Citadel sits high over the waterline. Lackluster penetration values, comparable to HMS Warspite at tier VI. Slow turret traverse of 4.0º per second Anti-aircraft firepower is concentrated in short range (and excessively fragile) batteries. Nelson is slow with a maximum speed of 24 knots. Large surface detection range of 15.3km. HMS Nelson is the last of the so-called "Big Seven Battleships" to find their way into World of Warships. These were the battleships of the United States, Japan and Great Britain that were allowed to be armed with 16" guns under the Washington Naval Treaty after World War One to put an end to the naval arm's race. They consisted the Nagato-class, represented by Nagato and Mutsu, the Colorado-class of three ships, Colorado, Maryland and West Virginia and Nelson-class with Nelson and her sister ship, HMS Rodney. Of these seven vessels, the Nelson-class are certainly the standouts where design is concerned. There's no denying that their silhouette is very distinctive. When play-testing her, I received many comments about her looks (often derisive, but a few people had the right of it and called her 'awesome looking'). I can say that her play style is as distinctive as her appearance. Let's get into the hows and wherefores of their performance in game. Options Nelson has access to an improved version of the Repair Party consumable. This restores 1,188hp per second for 20 seconds, healing up to 40% of the ship's hit points per charge. However, this only comes with two charges as opposed to the usual three for battleships. Nelson queues damage in the similar manner as other Royal Navy battleships. She uses the same Damage Control Party of other Royal Navy Battleships (except Warspite) with a 15 second active period. Consumables: Damage Control Party Repair Party Module Upgrades: Four slots, standard Battleship options. Premium Camouflage: Type 10, tier VI+ standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. For your upgrades, you'll be picking standard battleship options. In your first slot, take Main Armaments Modification 1. You're going to be tanking a lot with your bow and turrets, so your guns take a lot of abuse. In particular, her B turret gets disabled and destroyed frequently. In your second slot, Aiming Systems Modification 1 is your best choice. Nelson's horizontal dispersion is not as good as previous Royal Navy premium battleships, so the extra accuracy is sorely needed. Her anti-aircraft guns and secondaries are not worth upgrading. In your third slot, take Damage Control System Modification 1. This will boost your torpedo damage reduction up to 21%. And in your fourth slot, you have a choice. Steering Gears Modification 2 will reduce your rudder shift down to 11.9s. Alternatively, you can take Damage Control System Modification 2 to reduce fire and flooding damage if that's your preference. Special Upgrades The only special upgrade that has any sort of application on HMS Nelson is Damage Control Party Modification 1. When applied to HMS Nelson, this would increase the active period of her consumable from 15 seconds up to 21 seconds without affecting the reset timer. This competes with Main Armaments Modification 1 in HMS Nelson's first upgrade slot. Given the amount of abuse her main battery takes, this special upgrade isn't worth applying. Firepower Primary Battery: Nine 406mm rifles in 3x3 forward facing turrets in an A-B-C layout on the bow with B superfiring over A. Secondary Battery: Twelve 152mm rifles in 6x2 turrets and six 120mm rifles Nelson's approximate penetration values for her AP shells are 550mm at 5km, 450mm at 10km and 350mm at 15km. Like Dunkerque, Nelson is largely defined by the layout of her primary gun battery. She mounts all nine of her guns ahead of her superstructure. Veterans who have played Izumo and are concerned about her gun handling can rest easy -- Nelson's gunnery is very comfortable; more akin to the Soviet tier IV Battleship, Imperator Nikolai I than the tier IX Japanese vessel. Her A & B turrets have excellent fields of fire with a 300º and 322º firing arc respectively. C is more limited, but still easy to use. It can engage enemies 25º to 137º off its side for a total combined field of fire of 224º. In most engagements, you'll be primarily making use of A & B turret with C being used to take opportunistic shots where possible. Nelson's turret rotation may not be fast at 4º per second (45 seconds for a 180º rotation), but with these guns all being forward facing, it's very easy to shift fire left to right as needed. Overall, Nelson's gun placement makes gunnery enjoyable. Even firing over the shoulder isn't too difficult. Nelson's accuracy, however, is a bit of a mixed bag. Her shell groupings are rather tight with a 1.9 sigma value, however she does not have the vaunted Royal Navy battleship shell dispersion seen previously on HMS Warspite and HMS Hood. Her linear horizontal dispersion appears to be the same as USN Battleships. This is still better than French and German vessels, but it's hardly enviable. As a result, when firing Nelson's guns, you can be blessed by a string of really tight shell groupings and then suffer some really wonky strays. Nelson's AP shells aren't terribly inspiring but her HE shells are phenomenal. The latter does not replace the former, however. Nelson's AP shells have almost identical penetration over distance to HMS Warspite's 381mm guns, while having a shorter- fuse timer as seen on HMS Hood. This is perfectly adequate (and even ideal) for bullying any cruiser within her matchmaking spread, but it's a different story where battleships are concerned. Her 406mm gun caliber ensures she can overmatch the bows of any cruisers she encounters, as well as the bows of battleships at tiers VII and below. Unfortunately, her ability to land citadel hits against enemy battleships has largely fallen away by ranges of 12km except for the softest skinned targets such as Oktyabrskaya Revolutsiya. Landing reliable penetrations becomes questionable outside of 14km. These ranges drop further when Nelson is bottom tier or she's shooting at thick skinned dreadnoughts. Closing the distance isn't always the best option with HMS Nelson. While this does greatly enhance the penetration powers of her 406mm guns, the backup provided by her secondaries is less than inspiring. Nelson's secondary gun complement is divided between 120mm dual-purpose guns in single mounts and six, large twin-gunned 152mm turrets. They are better positioned than those on Dunkerque, but these guns are still poorly laid out to support an attack. The volume of fire they put out is also less than stellar. Her 152mm guns fire a mere five rounds per minute with their AP shells. Her 120mm fire twelve rounds per minute with HE and a great 8% fire chance per hit, but these are largely rear facing and cannot begin engaging an enemy until they're alongside Nelson. Nelson does not appear to use the same dispersion model as Warspite and Hood. Her 1.9 sigma value keeps her groupings tight, however. Nelson's main battery HE shells are something to behold. They boast 6,900 alpha strike per shell, 101mm of penetration, and a 46% fire chance. The list of ships that Nelson can citadel with her HE shells is long -- long enough that a player might be tempted to think that spamming HE shells is an optimal way to play this battleship. While each penetrating hit does land an impressive 2,277 damage, this number quickly falls away as areas become saturated. This leaves her impressive fire starting ability to take over damage dealing which can be hit or miss on focused targets that already have blazes set. Nelson's AP shells should be relied upon as the principle damage dealer for this vessel, with HE used as situational backup. Nelson's HE shells are best used opportunistically, such as when an enemy battleship angles in at a distance, or as a one-off to help support a friendly CV by knocking out masses of AA guns in a single volley. The enormous 39.2m blast area of her shells will cause extensive module damage against any target she strikes, even if they fail to penetrate. These shells have a larger and harder hitting explosion than anything short of the Yamato, Lion and Conqueror. This can leave a formidable AA armament in tatters. It may also force ships to reach for their Damage Control Party consumable to repair disabled engines and steering gears, leaving them vulnerable to follow-up fires. It can even set off the magazines of destroyers and cruisers with the concussive force alone. An Iowa-class battleship can be stripped of all (yes, all) of it's small and medium caliber AA gun mounts in as little as two to three volleys of Nelson's guns. Peppering a few preliminary HE shells around like this in the early stages of a match can go a long way towards helping your CV allies out, especially before closing into more effective AP shell range. Just don't forget to prioritize nailing those cruisers with AP when you see them. Between gun handling, AP and HE performance, Nelson's firepower is incredibly forgiving. A novice player could, in theory, spam HE constantly and still amass some pretty respectable damage totals provided they survived long enough. They would definitely lose out to a Nelson commander who varied their ammunition choices, however. Rivals: Battlecruiser HMS Hood HMS Nelson is the second tier VII premium British battleship in the game, with HMS Hood preceding her by a few months. The two ships are so very different in design and game play as to be almost laughable. Nelson is a slow, enduring and relentless. Hood is fast, flexible and fragile. Nelson is victimized by aircraft and Hood is a nightmare target for enemy carriers. Both struggle when facing tier IX ships. It's HMS Nelson's gunnery which sets her ahead of HMS Hood, in my opinion. Nelson deals damage reliably -- something the British flagship cannot claim, even with its (much) improved accuracy. With the coming of the rest of the Royal Navy line, I wonder if we'll see HMS Hood get some minor tweaks and buffs to bring her into line with the rest of the British ships. Only time will tell. Manoeuvrability Top Speed: 24.0knotsTurning Radius: 750mRudder Shift: 14.9s Maximum Turn Rate: 3.71º/s Nelson is slow. 24.0 knots is almost acceptable. Almost. Nelson is a full knot slower than Nagato which is already a ship that struggles somewhat with agility. This limits Nelson's flexibility and her survivability. She cannot control engagement distances. She cannot escape by outrunning her opponents or the reach of their guns. These problems compound when she faces tier VIII and tier IX opponents where not only are most ships faster than her, the map sizes make her low speed especially punitive. It's only when Nelson is top tier that her low top speed is less of a liability as she faces more of the standard-type American battleships and the distances she needs to cover are further reduced by the smaller maps. Now don't get me wrong -- this isn't Arizona-slow. And while she does have a three knot advantage over Colorado, she does not get Colorado's special speed preservation in a turn. Like most battleships, Nelson bleeds off 25% of her velocity when she's under manoeuvres, slowing down to 18.0 knots with her rudder hard over. If you're applying WASD hax as you should, you'll often see your speed struggling to get over 20 knots and this can feel like a real crawl when you're trying to get into position or you're trying to get away. Nelson is a pig in a turn. Nelson's only saving grace is that she rotates 0.1º/s faster than a Nagato, which isn't saying much. The good news is that she's incapable of out turning her turrets, even with their slow rate of rotation. The bad news is that while she may answer her rudder quickly, the effect of her rudder just isn't substantial enough to throw the ship about. This makes her very vulnerable to torpedo and aircraft attacks. DurabilityHit Points: 59,400Citadel Protection: 32mm anti-torpedo bulge + 356mm belt. Min Bow & Deck Armour: 25mm Torpedo Damage Reduction: 19% Armour layout of Nelson's belt, turrets and citadel. The only additional protection is a 32mm outer hull and upper deck not shown. At first glance, Nelson has horrible durability for facing off against enemy battleships. She has a citadel that sits so high over the water line, you would think she was a copy-paste job of the old Iowa and Montana-class battleships. What's worse, she's tier VII so her enormous bow is only 25mm thick. It gets overmatched by all AP shells larger than 356mm which includes the guns of all tier VII+ battleships with the exception of Scharnhorst. While she does boast some decent armour values, with up to 356mm of belt armour and a 305mm transverse bulkhead on her citadel, they are both heavily overtaxed trying to protect her vitals. The sad reality is that it's this 305mm bow plate which is HMS Nelson's achilles heel. Even with perfect angling (approximately 25º to 26º) bow on to the enemy, this plate just cannot stand up to any guns that can overmatch her bows. Bayern, HMS Hood and Queen Elizabeth need to get close to citadel her through the bow like this. They can only do so at ranges of 12.0km or less. Warspite and Mutsu can pull it off at at 13.0km. Things jump up considerably from there. Colorado can do so reliably from 18.0km. Everything else can do so at ranges in excess of 20km. When under fire from enemy super dreadnoughts, angle as best you can, know your ranges and hold your breath. In short: She eats citadels for days and then begs for a second helping when facing enemy battleships with 380mm guns or larger. Things don't get much better in regards to soaking up torpedoes. HMS Nelson has terrible torpedo protection with only a 19% reduction that can be boosted to a mere 21% with Damage Control System Modification 1. While this is better than that of HMS Hood, at least HMS Hood begins her turns faster. I lost this ship more often to torpedoes than any other damage source. Sometimes it was my own dumb fault. In others, the lack of damage mitigation simply overwhelmed the modest hit point pool of this battleship. Finally, there's the issue of her turrets. I have not been able to isolate why it happens so frequently, but HMS Nelson has her main battery guns disabled very often. B-turret seems especially susceptible. This is strange given the thick armour of her turret faces (406mm) and her barbettes (356mm). My guess is that shells are striking her barbettes or catching the softer sides of the turrets and prompting the critical damage rolls. Whatever the reason, you can expect to have one of your guns temporarily disabled at least once in a match. Yet for all of the deficiencies and even her modest hit point total, Nelson is quite easily capable of being the toughest ship afloat at her tier. This is all thanks to her Repair Party consumable. Unlike most battleships that recover up to 14% of their maximum hit points over 28 seconds, Nelson recovers up to 40% over 20 seconds. Yes, you read that right. This works out to 23,760 hit points that Nelson can heal with each charge of her Repair Party consumable. Nelson will, time and again, appear to be on her last legs only to spring back, hale and healthy and itching for a fight. Adding a India Delta increases this value up to 48% (or 28,512hp) per charge. With Superintendent, this provided HMS Nelson with a theoretical maximum damage total of 173,448 hit points needed before she sinks, provided her consumable is used optimally. I cannot stress this enough. Warspite, a ship known to be a tough little monster, would call receiving 80,000 damage before sinking a good match. This works out roughly 1.5 times her starting health. For Nelson, that number sits around 150,000 damage -- in excess of 2.5x her health pool. You can delay the enemy team simply grace of being a damage sponge they cannot sink quickly. This makes Nelson an absolute beast when it comes to facing enemy cruisers. She can soak the bombardment and the resulting fires for days and deny them any progress with a touch of a button. The only thing that keeps this from being disgustingly overpowered is the aforementioned tendency for Nelson to eat citadel hits. Her Repair Party consumable only queues 10% of citadel damage into the healing pool, while 60% of normal penetrations and 100% of flooding, fire, ramming and over penetrations make it into the queue. Her consumable also shares the long reset timer of other battleships. Large alpha strikes or masses of sustained damage can (and will) sink this ship in between cooldowns. Finally, she only gets two base charges of her Repair Party as opposed to the usual three. Overall, Nelson is incredibly resilient to fire damage because of this consumable. She simply laughs it off and heals all of the damage back, undoing the burn stacked by cruisers, destroyers and dive bombers without issue. This makes this vessel particularly well suited to farming up Fireproof and Dreadnought awards. Nelson is a zombie. If you do not put her down properly, she will keep coming back from the dead. Head shots, in the form of citadel hits or mass torpedo strikes, are the only way to ensure she goes down for good. Concealment & Camouflage Base Surface Detection Range: 15.30km Air Detection Range: 12.36km Minimum Surface Detection Range: 12.76km Main Battery Firing Range: 18.21km Min Surface Detection Rank within Tier: 2nd out of 7 Min Surface Detection Rank within Matchmaking: 19th out of 37 Wargaming has hyped that the Royal Navy battleships at tiers VII+ will have great surface detection stats. That's not present here. Within her own tier, when all of the ships are rigged for stealth, she sits 500m behind King George V and ahead of the Scharnhorst-sisters by 300m or so. In a cross-section of all of the battleships she may face, she's decidedly average, sitting right in the middle of the pack. Regardless if she's top tier or bottom, there are potentially battleships that she'll spot first and others that will be more stealthy. Concealment for a slow warship helps keep them alive. When Nelson silences her guns, her surface detection range goes down to 12.8km with a full stealth build. This can allow her to sneak up on unsuspecting targets until she gets within a more optimal firing range or angle. Sadly, she does not have the speed to really allow her to take advantage of this. Short of one-time ambushes or picking on distracted enemies, it will be very difficult to sneak up upon wary targets. It should be noted that Nelson is a terrible ship for doing her own spotting. She's effectively blind without any consumables to help her in detecting enemy ships, aircraft and torpedoes. Skills like Vigilance become increasingly important for her as a result, especially when it comes to navigating around islands or through channels. Nelson's concealment is alright. It's not a real telling strength, but it's not a liability either until she's uptiered. Anti-Aircraft Defense AA Battery Calibers: 120mm / 40mm / 20mmAA Umbrella Ranges: 4.5km / 2.5km / 2.0kmAA DPS per Aura: 36 / 119 / 126 (133 in 0.6.10) Do not let the big DPS numbers fool you. Nelson's anti-aircraft firepower isn't as healthy as it looks. It boils down to two issues. Nelson's AA firepower lacks range. Nelson's AA firepower is concentrated in a small number of fragile mount-clusters. Nelson doesn't boast the best range with her anti-aircraft firepower. The 4.5km reach on her dual-purpose mounts is disappointing but would workable if they did more damage. Unfortunately, the majority of her strength is located in her small and medium caliber mounts. Nelson's 40mm pom-poms only reach out to a range of 2.5km and her 20mm guns reach out to 2.0km. This largely limits her anti-aircraft firepower to self defense actions only and she cannot provide fleet support, even when specialized with AA Guns Modification 2 and Advanced Fire Training. The small firepower total from her 102mm guns ensures that Manual Fire Control for AA Guns just isn't worthwhile. But it gets worse. Her anti-aircraft defense is easily knocked out by even small amounts of HE fire. Nelson only has six of the octuple pom-pom mounts. Losing one reduces her medium range AA firepower by 19.8dps, and four of these guns are mounted in pairs along the long axis of the ship, making them easy prey for bombs and HE spam. Things don't get any better with her 20mm Oerlikons. She has thirty five scattered across the surface of the ship (with two more being added in 0.6.10). However, they are packed closely together in large groups which reduces their survivability. For example, ten of these reside in a tight cluster on her bow in front of A-turret. Any HE salvos will usually knock out these small caliber mounts in handfuls, quickly decimating Nelson's AA effectiveness. The only real ray of sunshine is that Nelson has fairly decent protection against American AP Bombs. Tests have shown that only a rare drop with all bombs hitting will cause anywhere close to 10,000 damage. More often than not this sat at a considerably lower total. Preliminary tests with Graf Zeppelin's AP bombs were much more damning, however, but these are still in the development phase and very much a work in progress. In summary: Nelson has pretty good raw AA values, but this is only useful for self defense and it will not hold up over the course of a battle. Taking even minor HE damage can quickly gut the potency of her flak. While the ship is pristine, she'll put up a good fight against aircraft, but their short range means that the enemy will still drop their ordnance. With luck, you'll simply make it expensive for them to do so. Dive Bombers do not present Nelson with that much of a threat, even if they're armed with AP Bombs. She's able to heal back any resulting damage with ease. Torpedo bombers are another matter, however. Nelson's anti-aircraft firepower isn't up to the task of keeping her safe. Nevermind the Manoeuvres HMS Nelson is a little weird when it comes to choosing her skills: short of her core skills, she just doesn't care. Optimizing HMS Nelson really doesn't go beyond ensuring she has Superintendent and Concealment Expert. After that, do what you want. There are three general builds which will likely end up popular. Of these three, a Survivability Build is optimal. Next comes a general anti-aircraft build (minus Manual Fire Control for AA Guns which is all but useless for her). This second build will be pretty similar to low-tier (and very high tier) Royal Navy battleship builds. Finally, you can specialize towards spamming HE like a derp cause it's hilarious. The core for all three builds is as follows: At the first tier, Preventative Maintenance is the optimal choice, but only if your own situational awareness is elevated to such a degree that you can track threats when spotted. If not, then Priority Target should be your default choice. At tier two, take Adrenaline Rush. As you take damage, your DPM will increase. Note that with the huge jumps back and forth with Nelson's hit point pool, the gains from this skill vary considerably. Alternatively, you can take Expert Marksman for better gun handling, though Nelson isn't hurting here much. At tier three, take Superintendent. This will increase the number of charges of your Repair Party by one. And finally, at tier four, take Concealment Expert. You're a big ship, but you're not Fuso-Fat. This will help keep you alive and give you more time to use your Repair Party. You can place the next nine points where you wish. Survivability Build This is, in my opinion, the best way to build up Nelson. Reach for skills that will keep you in the fight longer and improve your damage output. High Alert, Basics of Survivability, Vigilance, and Fire Prevention are all great skills for this, so pick and choose your favourites. Make sure you take Preventative Maintenance too if you took Priority Target as your first skill. Your guns are going to get knocked out a lot. Anti-Aircraft Build Be aware that while Nelson has some pretty potent looking AA DPS numbers, her anti-aircraft firepower will only ever be for self-defense purposes and not fleet support. In addition, it's incredibly fragile and easily knocked out by even a small volume of HE fire. While the ship is pristine, she can be a thorny target for carriers but she's never going to be considered a "good" flak platform. If you wish to go this route, take Basic and Advanced Fire Taining for a total of 7pts. High Alert or Expert Marksman (or Adrenaline Rush if you opted for the other) are your best choices for the remaining two points. HE Spammer Now, for the player that wants to derp around with HE shells, let's talk about specific HE-boosting skills. DO NOT take Demolition Expert. The difference between 46% and 48% fire chance just isn't worth the investment. This is too expensive a skill for too little gain. Expert Loader might actually find some use, though, when you need to smarten up and reach for your AP shells. Now let's talk about Inertial Fuse for HE Shells. HMS Nelson is fully capable of damaging any ship within her matchmaking spread with HE without any need for taking this skill. This includes battleships and the armoured deck of carriers like Taiho. Her penetration is so high, she can citadel almost half of the cruisers in her matchmaking spread. Doing so provides a big boost to Nelson's damage totals, but this is a harder shot to land than with AP shells. Here's the list of cruisers HMS Nelson can citadel stock with HE: France: De Grasse, Charles Martel, St.Louis United Kingdom: Emerald, Leander Soviet Union: Kirov, Murmansk, Krasny Krym, Molotov, Shchors, Chapayev, Mikhail Kutuzov United States: Omaha, Marblehead, Pensacola, Atlanta, Flint, Indianapolis Japan: Furutaka, Aoba, Mogami, Ibuki Others: Perth. Taking Inertial Fuse for HE Shells only opens up small sections of battleships to penetration damage and none of them large enough to be worth it (with the exception of HMS Hood and Oktyabrskaya Revolutsiya which each have large sections of their upper hull that becomes vulnerable). It does nothing to help you with aircraft carriers or destroyers. Where it does come into use is against cruisers. Taking the skill adds the following ships that HMS Nelson can now citadel: France: La Galissonniere, Algerie, United Kingdom: Fiji, Belfast, Edinburgh, Neptune Soviet Union: Budyonny United States: Cleveland, New Orleans Japan: Myoko, ARP Myoko, ARP Ashigara, ARP Haguro, ARP Nachi, Eastern Dragon, Atago, ARP Takao You'll note the absence of German cruisers and the Italian premium, Duca d'Aosta. The spaced armour around their citadels prevents HE from penetrating their machine spaces (though the modules themselves can still be damaged by the shockwave). Note that all of the French ships listed above are also largely immune but they were included because of small sections directly beneath their turrets that will allow HE to citadel them. Landing citadel hits with HE is different than landing them with AP shells. HE shells detonate immediately upon contact with any surface. Thus, you need to bulls-eye the outer citadel wall to land these high-damage hits. On some of these vessels, the amount of surface area is painfully small -- sometimes only a sliver over the waterline. The only consolation is that HE shells don't concern themselves with angle at all. Whatever surface upon which they first make contact is the one affected by the attack, so you can do some rather rude things to select ships that might otherwise bounce AP shells. I must stress, however, that as fun as it may sound to citadel cruisers with HE shells no matter how they angle, Nelson can do this with AP shells most of the time anyway. AP shells also do more damage. As hilarious as it is to make Belfasts cry when you not only carve out most of their hit points with an HE volley but also blow apart their modules and set fires, your four skill points could be better spent elsewhere. You don't really need any special skills if you want to be an HE spammer in this ship. Feel free to toss your Belfast Captain in here if you want, though. Jack Dunkirk The Legendary Commander, Jack Dunkirk, makes a rather good Royal Navy Battleship captain. His Smoke Screen Expert bonus is wasted upon these Dreadnoughts, however, but the bonuses he provides to Jack of All Trades and Expert Marksman makes him very appealing for ships like Nelson. Remember, so long as the commander build includes the skills Superintendent and Concealment Expert, Nelson is largely forgiving. So, if Jack has skills specialized for one of your cruisers, he can still train in Nelson with only a small dip in expected performance. Boom, baby! Nelson using HE in the opening stages of a match, bombarding an enemy Scharnhorst at 17km. By her fourth salvo, Nelson had destroyed both of the Scharnhorst's torpedo tubes, set three fires and crippled her anti-aircraft battery. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Nelson is really going to punish novice players. They're going to make mistakes and Nelson is going to slap them around for it. Her armour needs a subtle touch to be angled properly. Spamming HE doesn't generate great damage numbers. Her AP will bounce a lot at long ranges. She's too slow and too big to easily extract herself from trouble situations or to position herself where she's needed most. Skill Ceiling: Low / Moderate / High / Extreme In the hands of an expert, Nelson becomes a different beast altogether. She just will not die. Proper management of her Repair Party will have her coming back from the dead twice over, ensuring that her team can have a near full-health battleship late in the game, even after tanking a ton of damage. Similarly, proper ammunition use can pay enormous dividends. Her carry potential is limited by her slow speed and lack of vision control, however. Mouse's Summary: She's like a zombie. Without a headshot to put her down for good, she keeps rising from the grave. Her HE shells are a hella fun to use, but it's a mistake to rely on them heavily. You'll kick yourself for every time you have HE loaded and some dumb cruiser or battleship suddenly offers up her broadside. She does not up-tier as well as Nagato, Gneisenau or Scharnhorst. This ship is so much fun. So I know the big question on everyone's mind: Can you spam nothing but HE shells and make this thing work? The answer is 'yes'. You won't do as much damage as you would if you fired AP shells, but it's entirely possible for you to just spit out walls of HE shells instead of anything else and rack up some decent damage and kill totals. The catch is always going to be that you could have done more damage if you fired AP instead. In close matches where the outcome is neck and neck, the lost opportunities to land AP citadel hits may well end up costing you the game. The wiki-editors and I challenged one another to try playing some matches where we shot nothing but HE. Topping 120,000 damage was more difficult than a mix of AP and HE, but it was possible, especially with stacking fires. So, go ahead and spit out nothing but flaming death onto your opponents if you want, just be aware that your damage (and win rate) will take a small hit as a result. This ship seems to be designed to farm salt from the enemy. Between the fires she can set and the absolutely trollish heals, she'll make the enemy want to focus you down hard and fast (lewd!). It's absolutely mean what you can do with her HE shells. See that Scharnhorst / Gneisenau / Tirpitz that's trying to brawl your friends? It would be a shame if someone tore off their torpedo tubes, wouldn't it? Or how about that North Carolina that thinks itself immune to air attack from your tier VII Kaga division mate? It would be a shame if someone stripped them of all of their close and medium range AA power. This is the kind of nonsense that Nelson's HE allows you to do better than other battleships at her tier and it's a very fun shakeup of the usual game play. For all of these tricks and hilarity HE can offer, her AP is still just so much better. Why butcher a New Orleans' AA firepower when you can just blow their citadels out of the water instead? While it's fun to congratulate yourself for a 5-shell, 11,385 damage high explosive volley, this is still less than a single AP shell citadel hit (barring fires of course). There are right times to fire HE, do not get me wrong, but AP should really be the staple of your damage totals in this vessel. Nelson is a good ship, but she's not great. She's got three big flaws in my opinion: Her citadel is too high. She's blind. She's too slow. That high water citadel is going to be a deal breaker for some. When you're up against someone that really knows how to aim (or simply in a tier IX battleship), her weak spots are all but impossible to protect. This all but negates the awesomeness of her Repair Party consumable. And speaking of negating her Repair Party, torpedoes have a habit of doing this too. She has no tricks to help her spot these warheads or their source before it's already too late -- destroyers can pester you with impunity. Given the island humping meta that's so essential to master, Nelson really feels the pinch when she can't send up a plane to take a quick peek on what's going on around the corner. Finally, she is slow. And, I think the worst thing about Nelson's slow speed is that she's not slow enough that many players will see it for the flaw that it is. Nelson will get caught out on occasion and it will cost you games -- not a lot of them, but enough to impact her overall performance. Her big gimmick, though, is damage management. I put an India Delta signal on my Nelson and I took no small amount of pleasure announcing in all chat, "Watch my hp," as my poor, battered dreadnought jumped from 1/3rd of her hit points remaining back up to a hale and healthy 5/6th remaining. The outrage was delicious. I even made a Belfast player complain Nelson was OP when I denied him a kill by healing up from 1,200hp to almost 30,000. Pulling this off requires careful management of your concealment and positioning, disengaging from the thick of the fighting to lick your wounds and then returning to the fray as fast as your slow speed will allow. If it weren't for those three aforementioned flaws, Nelson would be overpowered as all get out. As it is, she's an excellent competitor for any veteran player and she will challenge you to find balance between ammunition choices, fighting at the head of the pack and withdrawing to conduct repairs. Rivals: Battleship USS Missouri HMS Nelson is the second premium vessel to be made available for free experience. The first was USS Missouri, the tier IX American battleship. Missouri's price tag weighs in at a hefty 750,000 free experience -- double that of HMS Nelson. So the question becomes: if you had to choose one, which one would you get? Obviously, if a player prefers one nation's game play over another, that will bias them in favour of a given vessel, but in terms of raw utility, it's hard to argue against the American juggernaut. Missouri has an enormous credit-earning coefficient baked into the ship. She trivializes the earning of credits, with even a poor game netting players in excess of 200,000 to 300,000 credits. Players that own Missouri have posted battle results screens showing them earning over 1.5M credits in a single match. No other premium vessel in the game is as profitable. HMS Nelson simply cannot compete with her on that level. Would I Recommend? Nelson can only be acquired (so I'm told) by spending 375,000 free experience. At a 1 doubloon to 25xp conversion rate, this works out to a cost of $63.25 USD for this ship if you had to buy the 15,000 doubloons necessary at full price. Weigh this against the cost of Scharnhorst, another tier VII premium battleship which weighs in at $42.99 including the port slot (which you'll have to pay extra for with Nelson). PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Battleships almost always do well in Co-Op battles. Nelson does alright, though be aware that things can get a bit tight on coin if you run with premium consumables and you don't have a premium account. We haven't seen any tier VII scenarios yet, so it's difficult to say if she'll meet their requirements well or not. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. If you're not going to get USS Missouri, then hells to the yeah. If nothing else, Nelson will print Fireproof and Dreadnought medals like you will not believe. She's not a bad Arsonist and Witherer farmer either if you want to derp around with HE shells. She's a great trainer for your Belfast Captains in this regard (even if there are going to be some wasted skills here and there). She also works well for training your RN Battleship commanders given that she accepts most builds with a shrug of her shoulders. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Nelson will rock people's socks in Ranked Battles. A fire slinging, super-healing, bow-tanking battleship? Unless she's put down quickly, she's just going to keep coming back and driving the enemy team nuts. When she's not on your team, you're going to hate it when your team mates waste ineffective firepower on her. She gets my vote. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. I would have preferred HMS Rodney -- Nelson's sister ship has a much more storied history. While HMS Nelson served throughout WWII, her exploits mostly involved catching 4 torpedoes and 3 naval mines through the course of her career. She saw little to no surface action, being too slow to catch the Scharnhorst-sisters and too far away to participate in engaging Bismarck. For Fun Factor: Bottom line: Is the ship fun to play? Depending on your play style and your tolerance for derp, Nelson is either going to be the most fun you can have in a battleship with your pants on or a lackluster mehbote that does nothing for you. I have a high stupid-tolerance, so I say yes. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  25. The Tirpitz or the Massachusetts? Which ship out of the two would everyone prefer for mid-close range combat and secondary build?
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